首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
This study to investigate how teachers develop their skills and knowledge to construct enthusiastic student learning and what part school principals play in that development was carried out in four primary schools serving disadvantaged communities in Beirut. In the absence of rich research in Lebanon on this topic, western literature was used to construct a conceptual framework on professional learning and teachers’ identities; collaborative cultures and learning communities; leadership, power and school cultures. Drawing on a social interactionist epistemology, in each case study school, the views of about 10 teachers and the school principal and some students were collected through semi-structured interviews. The qualitative data were analysed thematically. Emergent findings suggest that collaborative cultures, predicated on helping students to engage enthusiastically with learning, sponsored by assertive school principals led to teachers developing a strong sense of community and positive identities through professional development.  相似文献   

2.
Background:?Cloud computing has recently received interest in information systems research and practice as a new way to organise information with the help of an increasingly ubiquitous computer infrastructure. However, the use of cloud computing in higher education institutions and business schools, as well as its potential to create novel learning environments remains an underresearched topic.

Purpose:?To address the research gap, this paper investigates how the capabilities of cloud computing have fostered collaborative learning processes of students in the design of management classrooms. The research project has taken place in a three-year period and has covered five post-graduate knowledge management classes, which have been situated in the context of business education.

Research design and sources of evidence:?I have used an illustrative case study of five knowledge management classes as research design to explore and describe interconnections between methods of social constructionism and cloud computing properties which enhance collaborative learning experiences of students in the classroom. To develop a theoretical background for the case study, I first review literature on constructivist and experiential learning, new management profiles, and information systems. In the empirical part of the case study, I have observed the experimental blending of constructivist learning methods and the cloud computing platform Google Apps for Education in three post-graduate classes and two Executive Master of Business Administration classes on the topic of knowledge management. For the data collection, I have focused on collaboration processes to understand how students have used various cloud computing tools to work together, and how their usage has affected interaction and reflection in the observed courses.

Results:?Findings show that collaborative properties of cloud computing, when they are undergirded by methods of social constructionism, influence learning factors on cognitive, emotional, spatial and group levels and lead to substantial changes in teacher/student roles and behaviours. The ease-of-use, playfulness and immediacy of cloud platforms creates collaborative learning spaces and has the potential to foster lateral thinking and problem solving of students in the classroom.

Conclusions and contribution:?By illuminating mutual interrelations between learning factors, constructivist principles and cloud computing properties, the paper enriches the literature on the innovative use of information system technologies in universities and business schools. The paper provides, in addition, practice-oriented insights for pedagogical and methodological choices that undergird the capabilities of cloud platforms to foster collaborative learning processes of students in higher education institutions.  相似文献   

3.
ABSTRACT

Although theories around Communities of Practice have gained significant ground in recent years and have become an important focus for organizational development, there is a gap in studies that investigate what members gain from participation in these communities. This paper explains how the value creation framework was implemented in a transnational research and development project in autism education by examining cycles of value creation and drawing on two types of data identified by Wenger and colleagues. The value creation framework is a theoretically driven framework to assess social learning in communities. Participants involved in the learning space were co-researchers engaged in a process of investigating, sharing and reflecting on their practice. The paper discusses the methodological challenges and strengths of using the value creation framework, with a particular focus on how insights and interactions led to subsequent changes in the practice of the participants. This work has the potential to make an important contribution to methods and analysis in assessing social learning and pathways to impact in participatory research and development projects more broadly.  相似文献   

4.
This article analyzes a hybrid after-school learning activity for children called “New School” (NS). NS is an inter-institutional, collaborative project based on a partnership between a university and local elementary schools that also involves other social actors and institutions. Using a framework of third generation activity theory, the article illuminates emerging forms of learning in this hybrid activity that attempt to transform traditional school learning. NS seeks to create innovative networks of learning that will expand schooling activity by creating hybrid forms in collaboration with outside communities and organizations. The analysis of the NS intervention explores to what extent the different partners cross boundaries between their activity systems and their willingness to make school changes together as collaborative change agents. Preliminary findings indicate intense contradictions between the involved activity systems. Nevertheless, contradictions also energized collaborative efforts to transform traditional pedagogical practices.  相似文献   

5.
For several years we have been engaged in the development and research of software environments for collaborative learning, for example in the recently completed CoLabs project (which we presented at the IFIP TC3 WG3.5 working conference in Budapest in 2004, see also http://matchsz.inf.elte.hu/Colabs/), also within lately defended long-range doctoral research, in which the co-author of this paper together with his undergraduate students had developed and evaluated cooperative computer activities for children aged 10 to 18. They observed children when using those environments and studied the influence of different approaches and solutions on the degree of their involvement and will to cooperate. We have also been involved in the London Knowledge Lab pilot project for developing a collaborative layered learning space travel games construction kit. Our department’s prior engagement in the development of collaborative activities also includes publishing a popular on-line journal (developed by A. Hrusecka and D. Lehotska, this on-line journal (in Slovak) can proudly boast up to 250,000 visits per month) for children, which intensively exploits on-line collaboration. This topic attracts us not only as a support for the learning process, but is a challenge for us as developers of educational programming tools as well. In our SuperLogo and Imagine environments we have always tried to provide users (ranging from children to developers) with new and powerful options to foster learning by exploring and developing. Thus we have equipped Imagine with the means for building objects and their behaviours in incremental loops, with parallel independent processes, event-driven programming and complex yet intuitive support for developing on-line environments for collaborative learning. In this paper we place our collaborative applications in the context of other related interfaces reported in literature. We use eight criteria to classify them and conclude that collaborative applications being developed by us and our students—future teachers—are distinguishable from others along two or three of those criteria: they combine in themselves typical features of Logo microworlds and inspiring support for on-line cooperation. We then analyze in detail our collaborative Imagine microworlds along four dimensions of their development. We specify means for establishing and maintaining on-line connection among any number of participants. We study tools for sending and receiving items (data, active characters with their behaviours, instructions etc.). We reflect on what can be shared by two or more participants in a collaborative activity. We examine all possible operations with common and private characters of a participant from the collaboration point of view. Our goals in this research and development are to:
  1. Better understand potential the interfaces for on-line collaboration offer to support the learning process,
  2. Place our Imagine Logo microworlds into context of other related applications,
  3. Build a detailed map of all aspects important for their development (i.e., build a framework for the development),
  4. Present the observations from our long-range experimental development and evaluation of the collaborative environments,
  5. Point out how simple and natural it is (in the academic surroundings) to develop small and yet powerful collaborative microworlds—built for instance for immediate need in a classroom—with exceptional potential for interaction and openness.
Most of all, however, we want to motivate the endeavour to overcome all obstacles connected with the integration of on-line cooperation into children’s learning.  相似文献   

6.
This discussion paper for this special issue examines co-regulation of learning in computer-supported collaborative learning (CSCL) environments extending research on self-regulated learning in computerbased environments. The discussion employs a socio-cognitive perspective focusing on social and collective views of learning to examine how students co-regulate and collaborate in computer-supported inquiry. Following the review of the articles, theoretical, methodological and instructional implications are discussed: Future research directions include examining the theoretical nature of collective regulation and social metacognition in building models of co-regulated learning; expanding methodological approaches using trace data and multiple measures for convergence and construct validity; and conducting instructional experiments to test and to foster the development of co-regulated learning in computer-supported collaborative inquiry.  相似文献   

7.
Creativity is recognised as a valuable human quality for personal, social, technological and economic reasons and many school curriculum documents assert that creativity can be taught. In science education it is often argued that it is through engagement in practical work that students develop their possibility thinking and problem solving abilities. This paper uses data generated during a four-year study of students engaged in open investigative practical work in senior biology to indicate how such engagement might foster personal and collaborative creativity.  相似文献   

8.
The OnCreate project was initiated by ten universities with expertise in collaborative work in online-based learning environments and explores the specific challenges of implementing university courses in creative disciplines in such an environment. The first research phase comprises a literature search on creativity and its contextual factors in online collaboration in an educational setting. From this research a first set of possible key challenges and contextual key factors has been selected and applied to categorize the results of interviews and surveys on current good practice in creative online collaboration among experienced online teachers from the partner universities. From the key findings we formulate hypotheses to guide future research towards a framework for creative online collaboration. At the same time, the results can serve as inspiration for the educational practice. Notable observations of the good practice research among the partner universities are that they realise innovative collaboration concepts usually on mashed-up environments of state-of-the-art web services rather than on the omnipresent learning management systems (such as Moodle or Blackboard). Also, they show a paradigm shift from teaching to coaching and promotion of an open peer-review culture among the students.  相似文献   

9.
In this study, the concept of ‘community of learners’ was used to improve initial vocational education. The framework of a ‘community of learners for vocational orientation’ that we present offers both a theoretical understanding of teaching–learning processes in initial vocational education and heuristics for the design of innovative learning environments for optimising these processes. In a design research study, we investigated if, and how, learning environments designed on the basis of these heuristics fostered communities of learners for vocational orientation, in which students experience to learn in a shared, meaningful, reflective and transfer-oriented way. We examined students’ perceptions of the learning environment and their learning activities during eight curriculum units specifically designed to foster the communities of learners. During almost all of the units that we designed, students found themselves learning in a more shared, meaningful, reflective and transfer-oriented way than during regular units. We conclude that the proposed heuristics had been useful starting points for the design of innovative learning environments that foster communities of learners for vocational orientation. In addition, we show how the heuristics can be elaborated for a particular school, based on practical and pedagogical content knowledge of teachers, as well as students’ perceptions of the learning environment and their learning activities.  相似文献   

10.
Digital technologies allow teachers and students to experience new pedagogical approaches leveraging on interactivity and collaboration. Among the available techniques, digital storytelling (DST) has been usually regarded as an activity that can both enrich the teaching practices and foster students’ active behaviour. This paper aims at analysing to what extent a DST platform proposing the collaborative writing of a fictional story and leveraging on an active learning technique such as role-play can affect a variety of dimensions, namely students’ performance, commitment, creativity and social skills. Combining the analysis of the data-log automatically collected by the system with the evaluations given by teachers before and after the activity, this article shows that the use of a DST tool in the teaching practice can have positive effects on students, including the ones that usually manifest moderate scores for the previously mentioned dimensions. Additionally, semi-structured interviews and direct observations provide an insight on how the benefits stemming from the use of a DST tool in the classroom can especially lie on the collaborative process that is activated.  相似文献   

11.
In the last several decades many of the world's most developed countries have shifted from an industrial economy to a knowledge economy, one based on the creation of knowledge, information, and innovation. Educational researchers have paid very little scholarly attention to this economic shift, although it has substantial implications. After all, educational historians have repeatedly shown how today's schools were designed in the first half of the 20th century to meet the economic needs of the industrial economy; if that economy is a thing of the past, then many features of contemporary schools may become obsolete. In today's knowledge society, creativity always occurs in complex collaborative and organizational settings. Teams and organizations innovate using open-ended, improvisational group processes. I argue that education should be structured around disciplined improvisation, and I advocate the use of situated, collaborative knowledge-building activities. I argue that creative collaboration in classrooms aligns with the social nature of innovation in today's economy.  相似文献   

12.
13.
This paper discusses the potential of learning technologies to foster competence development of students. It aims to improve understanding of pedagogical conditions that have to be met to establish a competence orientation in e‐learning. We review the literature to summarise recent changes in e‐learning, identify attributes of web 2.0 technologies, revisit the concept of competence and specify implications for the competence‐oriented design of learning environments. By referring to Kolb's learning cycle, we illustrate this view with a case study on the use of Google Apps as collaborative learning environment and recommend how competence‐oriented e‐learning activities can be created. Our findings reinforce the position that web 2.0 tools enable a shift from a distributive to a more collaborative mode in e‐learning. In particular, the ease of use and intuition of web 2.0 technologies allow creating learning environments, which realise activity‐rich pedagogical models and facilitate competence development of students. The paper concludes that, despite the demand of firms for versatile graduates and the obvious potential of learning technologies to foster competence development of students, universities need to establish institutional strategies to make this pedagogical change happen.  相似文献   

14.
This paper examines the various ways in which students talk about their experience and perceptions of collaborative review and assessment as it occurs in e-learning environments. Collaborative review and assessment involves the student, their peers and tutor in thoughtful and critical examination of each student's course work. The process involves two stages: review and discussion of the student's work with a view to bringing different critical yet supportive perspectives to the work. This is followed by the use of two sets of criteria to make judgements on the student's work: one set provided by the student, the other by the tutor. The purpose of collaborative assessment is to foster a learning approach to assessment and to develop a shared power relationship with students. From analysis of face-to-face interviews, examination of e-learning discussions and student-completed questionnaires, a set of analytic categories was built describing the learners' experiences of collaborative e-assessment. These categories are: (1) the appropriateness of collaborative assessment; (2) collaborative assessment as a learning event; and (3) the focus for assessment. The paper focuses on analysing and discussing these categories of experience. The research shows that a positive social climate is necessary in developing and sustaining collaborative assessment and that this form of assessment helps students to reduce dependence on lecturers as the only or major source of judgement about the quality of learning. Students develop skill and know-how about self- and peer assessment and see themselves as competent in making judgements about their own and each other's work, which are surely good lifelong learning skills.  相似文献   

15.
Today's youth thrive in informal participatory communities where they not only consume but also act as contributors or producers. Through active participation they develop new media skills encompassing cultural competencies and social skills. In a participatory culture of learning, students' active contributions to their learning are stressed and peer feedback is considered an important component. In this paper we consider how to leverage aspects of these skills and the environments in which they are developed in the design of a peer feedback tool for students engaged in collaborative inquiry learning. The tool needs to be lightweight, and “playful” and draw on these participatory skills in order to entice and motivate students to give and receive feedback.  相似文献   

16.
17.
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide gamers information that helps them in game play. We refer to this process of walkthrough creation as digital maker culture. This study explored the phenomena of digital maker culture through a multiple case study design by examining five Minecraft walkthrough creators who created walkthrough repositories on YouTube. Findings suggest multiple levels of experience are needed when players are involved in digital maker communities. These multiple levels of experience are (a) to engage in creating designs for immediate prototypes, (b) to belong to cultural environments that foster collaboration and sharing, and (c) use common design standards. This has implications that could inform innovative instructional practices with digital tools in school environments, in order to foster a more collaborative, participatory classroom experience.  相似文献   

18.
Despite emphasis and progress in developing collaborative inquiry in computer-supported collaborative learning research, little attention has been given to examining how collective learning can be assessed in computer-supported collaborative learning classrooms, and how students can have agency in assessing their own collaborative process. We propose that assessments should capture both individual and collective aspects of learning and be designed in ways that foster collaboration. We describe the design of student-directed electronic portfolio assessments to characterize and “scaffold” collaborative inquiry using Knowledge Forum?. Our design involved asking students to identify exemplary notes in the computer discourse depicting knowledge building episodes using four knowledge building principles as criteria. We report three studies that examined the designs and roles of knowledge building portfolios with graduate and Grade 12 students in Hong Kong and Canada. The findings suggest that knowledge building portfolios help to characterize collective knowledge advances and foster domain understanding. We discuss lessons learned regarding how knowledge building may be fostered and provide principles for designing assessments that can be used to evaluate and foster deep inquiry in asynchronous online discussion environments.  相似文献   

19.
Since the 1990s we have seen an increase in consideration of social and cultural aspects of learning as a way to foster organizational learning and human performance. Despite strong interest among practitioners and scholars, the study of organizational learning is lacking in empirical research. The study described here calls attention to the importance of informal learning in designing effective learning environments for the training of professionals. The study examines how people share and construct their knowledge in a Public Defender's Office and conclude that there are six attributes of communities of practice (CoPs) that serve as scaffolding for organizational learning. The attributes are (1) a group of professionals, (2) development of a shared meaning, (3) informal network, (4) supportive culture‐trust, (5) engagement in knowledge building, and (6) individuals' negotiation and development of professional identities. Implications for education and training in relation to the concept of CoPs are discussed.  相似文献   

20.
Creativity researchers have drawn on cognitive principles to characterize individual innovation. However, few comprehensive frameworks have been developed to relate social innovation to social cognition research. This article introduces the Communities of Innovation (COI) framework and examines its applications in a culture designed to promote collaborative creativity. Findings included evidence for some aspects of the COI model (flow and hacker ethic, entrepreneurship, collaboration and mentoring, sense of community, and learning through design criticism), moderate support for others (dynamic expertise and idea prototyping), but no evidence for other components (developing adaptable knowledge and expertise, symmetrical expertise within the community, community reflection, shifting interpersonal roles, or benefiting from cultural/educational/skill/other diversity). The majority of the new ideas identified and shared by participants were developed through interaction with others. Implications for refinement of the COI framework and future research are discussed.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号