Epistemic and Social Scripts in Computer-Supported Collaborative Learning
Collaborative learning in computer-supported learning environments typically means that learners work on tasks together, discussing their individual perspectives via text-based media or videoconferencing, and consequently acquire knowledge. Collaborative learning, however, is often sub-optimal with respect to how learners work on the concepts that are supposed to be learned and how learners interact with each other. One possibility to improve collaborative learning environments is to conceptuali
Knowledge convergence in collaborative learning: Concepts and assessment
In collaborative learning the question has been raised as to how learners in small groups influence one another and converge or diverge with respect to knowledge. This article conceptualizes knowledge convergence and further provides measures for its assessment prior to, during, and subsequent to collaborative learning. In an exemplary study in the field of computer-supported collaborative learning with forty-eight (48) locally distant participants in 16 groups of three, we apply these measures
A Framework to Analyze Argumentative Knowledge Construction in Computer-Supported Collaborative Lear
Computer-supported collaborative learning (CSCL) is often based on written argumentative discourse of learners, who discuss their perspectives on a problem with the goal to acquire knowledge. Lately, CSCL research focuses on the facilitation of specific processes of argumentative knowledge construction, e.g., with computer-supported collaboration scripts. In order to refine process-oriented instructional support, such as scripts, we need to measure the influence of scripts on specific processes
Supporting self-regulated learners for a while and what computers can contribute
This article's main claim is that to support individuals' development toward becoming self-regulated learners requires certain amounts of other-regulation, i.e. scaffolding. Starting from this assertion, we discuss 6 issues that surfaced in the 5 articles of this special issue. First, we argue that designers need good reasons for taking freedom away from the learners. Beyond practical reasons, we suggest that the reduction of freedom should more often be warranted in theoretical considerations.
Collaboration Scripts A Conceptual Analysis
This article presents a conceptual analysis of collaboration scripts used in face-to-face and computer-mediated collaborative learning. Collaboration scripts are scaffolds that aim to improve collaboration through structuring the interactive processes between two or more learning partners. Collaboration scripts consist of at least five components: (a) learning objectives, (b) type of activities, (c) sequencing, (d) role distribution, and (e) type of representation. These components serve as a ba
Internal and external collaboration scripts in web-based science learning at schools
Collaboration scripts can help learners to engage in argumentation and knowledge acquisition. However, they might have differential effects for learners holding differently structured knowledge (internal scripts) on argumentation. We investigated how external scripts interact with learners internal scripts concerning collaborative argumentation. 98 students from two secondary schools participated. Two versions of an external collaboration script (high vs. low structured) supporting argumentati
Epistemic cooperation scripts in online learning environments: Fostering learning by reducing uncert
Using online learning environments in higher education offers innovative possibilities to
support collaborative learning. However, online learning creates new kinds of problems for
participants who have not previously worked with each other. One of these problems is
uncertainty which occurs when participants do not know each other. According to the uncertainty reduction theory, low uncertainty level increases the amount of discourse and
decreases the amount of information seeking. Therefore, unc
Autoevaluation in 8086 assembly language programming
Autoevaluation (self assessment) is more and more developed for teaching at university. We present our contribution to this pedagogical resource. Our exercises are intended for students in second year at the University of Paris 6 for the module "Computer Architecture". These numerous exercises complete the classical courses and allow students to check their know-how. We have experimented with success our set of exercises for the past 2 years with numerous students in UTES1. Uteval software has b
Supporting CSCL with Automatic Corpus Analysis Technology
Process analyses are becoming more and more standard in research on computer-supported
collaborative learning. This paper presents the rational as well as results of an evaluation of a tool called TagHelper, designed for streamlining the process of multi-dimensional analysis of the collaborative learning process. In comparison with a hand-coded corpus coded with a 7 dimensional coding scheme, TagHelper is able to achieve an acceptable level of agreement (Cohen's Kappa of .7 or more) along 6 out
A student-designed, remote-controlled experiment in chemistry
One of the specificity of the experimental sciences courses (i.e. biology, chemistry, physics) is the need for the students to interact with both the domain of real objects and observable things and the domain of ideas. In distance education, ideas are easily transmitted through classic media. The laboratory work, which specifically deals with the objects and the observable things, has been transposed in distance education following two ways: the use of simulations and the use of remote-controll
Adaptive learning scenarios for detection of misconceptions about electricity and remediation
Our main objective is to model the knowledge used by learners in order to solve problems about electricity. We are searching means to do a diagnosis about student's activity based on a microworld of electric circuits. Once the diagnosis realized, we try to provide the learner with the most relevant remediation with regard to his/her misconceptions.
Computer-Supported Collaborative Video Analysis
Video can serve as a powerful medium for analyzing interactions involved in learning activities, for capturing records of teaching for uses in professional development, and for learners to construct or interact with videos expressively, but there have been many barriers to its collaborative uses. The DIVER Project is tackling core problems in advancing computer-supported collaborative video analysis. DIVER establishes a unique video platform for users to control a “virtual camera window” on
WILD for learning: Interacting through new computing devices anytime, anywhere
We use the acronym WILD to refer to Wireless Interactive Learning Devices1. WILD are powerful and small handheld2 networked computing devices. The smallest handheld computers fit in one hand easily. The user interacts with the device either by touching the screen with a pen-shaped stylus, or by typing with both thumbs on a small keyboard known as a thumb-pad keyboard. The largest are the size of a paperback book and have a keyboard that is large enough to type on with all ten fingers. Their low
Foundations and opportunities for an interdisciplinary science of learning
In this chapter, we argue that the learning sciences are poised for a "decade of synergy." We focus on several key traditions of theory and research with the potential for mutually influencing one another in ways that can transform how we think about the science of learning, as well as how future educators and scientists are trained.
Mobile Usability in Educational Contexts: What have we learnt?
The successful development of mobile learning is dependent on human factors in the use of new mobile and wireless technologies. The majority of mobile learning activity continues to take place on devices that were not designed with educational applications in mind, and usability issues are often reported. The paper reflects on progress in approaches to usability and on recent developments, with particular reference to usability findings reported in studies of mobile learning. The requirements of
The Diver Project: Interactive Digital Video Repurposing
The digital interactive video exploration and reflection (Diver) system lets users create virtual pathways through existing video content using a virtual camera and an annotation window for commentary. Users can post their Dives to the WebDiver server system to generate active collaboration, further repurposing, and discussion. Although our current work focuses on video records in learning research and educational practices, Diver can aid collaborative analysis of a broad array of visual data re
Constructivism in the Collaboratory
Great attention has been paid recently to the capabilities of computers to provide environments in which active learners can construct their own understanding through open-ended interaction. Yet discussion of constructivist learning environments has commonly focused on the learner as an individual, learning in isolation from other learners. For example, Perkins (1991) characterizes a learning environment as being composed of five facets: information banks, symbol pads, construction kits, phenome
Using the WWW to Build Learning Communities in K-12 Settings - Part II: The Next Generation of Web S
In Part II, we will lay out a plan for an educational Web server that goes beyond what is currently available, providing a truly vital and useful resource for classroom learning. Finally, we will describe current plans for the CoVis Geosciences Web Server, an educational Web resource designed according to the plans outlined in this article.,web document













