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
Narratives and their significance for childrens communication about their world
In this article I will give a description and a definition of narrative through historical review. This forms a background to my other purpose, to describe and discuss the importance of using storytelling as a tool for meaning making for the individual. In this text I will also raise the significance of stories as a tool for society to mediate culturally important messages to the individual and thereby shed light upon the dialectics between the individual and the collective.,part of Kaleidoscope
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
The CoVis Project: Building a Large-Scale Science Education Testbed
This paper describes the construction and research program of the Learning Through Collaborative Visualization (CoVis) Project. a testbed for exploring science education reform with telecommunications technology. The CoVis testbed is contrasted with other forms of cducational research in an "ecolo~yo f paradigms." which argues that testbeds are in fact a new setting for research with different requirements and challenges for the researcher. Two extended examples of telecommunications research ar
The Energy of Light
In this introduction to light energy, students learn about reflection and refraction as they learn that light travels in wave form. Through hands-on activities, they see how prisms, magnifying glasses and polarized lenses work. They also gain an understanding of the colors of the rainbow as the visible spectrum, each color corresponding to a different wavelength.
Web 2.0 for Content for Learning and Teaching in Higher Education
The study will provide a set of recommendations for the JISC, institutions, and teachers on the effective use of Web 2.0 technologies for sharing content for teaching and learning. This will be achieved by desk research building on JISC funded and other work already undertaken, and widespread consultation across the community through an online workshop. The desk research will look at both existing practice and institutional policies which can facilitate or inhibit the use of Web 2.0 technologie
Reactive Learning Objects for Distributed e-Learning Environments
We present a concept of reactive learning objects that goes away from the hydraulic view of e-learning and gives to students activity a central place. First experimentations suggest that this concept should be enlarged to include distributed computation, distributed storage and Web services.
The Climate Visualizer: Sense-Making Through Scientific Visualization
This paper describes the design of a learning environment, called the Climate Visualizer, intended to facilitate scientific sense-making in high school classrooms by providing students the ability to craft, inspect, and annotate scientific visualizations. The theoretical background for our design presents a view of learning as acquiring and critiquing cultural practices and stresses the need for students to appropriate the social and material aspects of practice when learning an area. This is fo
Cyclone in the classroom: bringing the atmospheric science community into the high school
There has been much discussion about the failure of traditional science education to prepare students for careers in science (Halloun & Hestenes, 1985; Rutherford & Ahlgren, 1990). Students may become adept at solving textbook problems, but they fail to apply the theories that are learned in school to the actual phenomena that the theories attempt to explain (Tinker, 1992). This is in large part due to the fact that students don't often experience phenomena in the classroom. They spend most of t
Opening an Hispanic restaurant
This lesson focuses on vocabulary and currency associated with food, restaurants, and menus. Students conduct research to create an authentic menu with a companion recipe books. The lesson culminates in short presentations and food samples.
Technology and pedagogy for collaborative problem solving as a context for learning
This workshop, sponsored jointly by CSCW'92 and the Centre for Applied Cognitive Science at the Ontario Institute for Studies in Education (OISE), was organized to bring together researchers with interests in the emerging area of Computer Support for Collaborative Learning (CSCL). It was held at OISE on the weekend preceding CSCW'92 and was attended by 27 participants from academia and industry.
Logo Programming and Problem Solving
not available,technical report, 10 pages
Principles of Effective Online Teaching
Principles of effective online teaching helps you understand and develop your own e-learning by presenting various approaches, options, and decisions involved in e-learning. The book also provides the necessary overview of constructs, relevant pedagogical theories, and definitions common to the field. It has been designed to help you navigate the virtual forest of e-learning and the rethinking and modifying of your teaching, curriculum, and methods of planning necessary to become more effective
Selected Papers from the Kaleidoscope Convergence Workshop
To foster synergy between research on collaborative, mobile and inquiry learning and between different scientific and methodological perspectives (namely, educational design, psychology and computer science) and to strengthen the cohesion of the community, the Kaleidoscope network has decided to organise a âConvergence Workshopâ in conjunction with the 2006 Contractors' General Assembly in Amsterdam, Dec. 4-6. The two fields of collaborative and inquiry learning have bee
Multimedia and the learner's experience of narrative
This paper reports on research findings which show that the narrative structure of multimedia programs, or sometimes the lack of it, affects learners' comprehension, often adversely [1,2]. It also reports on initial findings from our current research which aims to develop a theoretical understanding of the forms and functions of narrative in interactive media, based on empirical research, and capable of informing instructional design.
Towards Collaborative Learning via Shared Artefacts over the Grid
The Web is the most pervasive collaborative technology in widespread use today; and its use to support eLearning has been highly successful. There are many web-based Virtual Learning Environments such as WebCT, FirstClass, and BlackBoard as well as associated web-based Managed Learning Environments. In the future, the Grid promises to provide an extremely powerful infrastructure allowing both learners and teachers to collaborate in various learning contexts and to share learning materials, lea
What is really learned at university?: The SOMUL Project - conceptualisation and design
The project is attempting to bring together psychological and sociological conceptions of university learning and relate both to conceptions derived from current higher education policy and practice, disciplinary cultures and students. The focus of the empirical part of the project will be on student conceptions of learning but at this stage we are concerned to explore the conceptual relationships between different theoretical approaches to ‘what is learned’. Within a highly differentiated
Analyse de fichiers de traces d'étudiants : aspects didactiques
Users of a learning platforms are usually required to log in, that provides a great deal of data. The general question studied here is: how to exploit this data to help the different actors involved? At first let us introduce the platform and the experiments we conducted. Then we use a didactic model to produce a qualitative analysis from the quantitative data collected. A simple exercise classification emerges from the construction of two indicators. It is consistent with the different experim
Sustaining Interaction in a Mathematical Community of Practice
This paper focuses on an activity in which students explore sequences through a game, using ToonTalk programming and a web-based collaboration system. Our analytical framework combines theory of communities of practice with domain epistemology. We note three factors which influence the length and quality of interactions: facilitation, reciprocation and audience-awareness.
An investigation of using the computer for reading and writing in the English classroom in secondary
This paper presents an investigation of using the computer in English teaching at the secondary school in the UK, particularly in respect of reading and writing skills. Many studies suggest that the computer brings significant possibilities for promoting the teaching of reading and writing in the English classroom. The computer can enhance the development of reading and writing. This study adopted interviews as research technique and some student teachers in a university and some English teacher