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Interdisciplinary Journal of e-Learning and Learning Objects最新文献

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A Study of the Design and Evaluation of a Learning Object and Implications for Content Development 学习对象的设计与评价及其对内容开发的启示研究
Pub Date : 1900-01-01 DOI: 10.28945/407
F. Krauss, M. Ally
This paper reports on a case study that examined the process of designing and evaluating a learning object to help students understand the therapeutic principles of drug administration. The challenges and issues associated with creating learning objects using interactive multimedia software will be described. The study had two broad objectives: (1) to analyze and document the process of designing a learning object and (2) to evaluate the outcome of applying these practices. To achieve its purpose, this illustrative case study examined the following areas, 1) theories of learning and cognition that influence the design of learning objects; and 2) instruments that can be used to assess the quality of the learning object and to provide designers with information for improving the learning object. The results from the evaluation revealed that the learning object was rated highly in the areas of content quality, learning goal alignment and motivation. Interaction/ usability and feedback/ adaptation were areas identified as needing improvement. The comments and ratings obtained in the student surveys provided the basis for the learning impact study and indicated that this learning object provides added value for the study of pharmacokinetics.
本文报告了一个案例研究,研究了设计和评估学习对象的过程,以帮助学生理解药物给药的治疗原则。将描述与使用交互式多媒体软件创建学习对象相关的挑战和问题。这项研究有两个广泛的目标:(1)分析和记录设计学习对象的过程;(2)评估应用这些实践的结果。为了达到这个目的,这个说明性的案例研究考察了以下领域:1)影响学习对象设计的学习和认知理论;2)可用于评估学习对象质量的工具,并为设计者提供改进学习对象的信息。评估结果显示,学习对象在内容质量、学习目标一致性和学习动机方面获得了很高的评价。交互/可用性和反馈/适应性是需要改进的领域。学生调查中获得的评价和评分为学习影响研究提供了依据,表明该学习对象为药代动力学研究提供了附加价值。
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引用次数: 113
Design of an Open Source Learning Objects Authoring Tool-The LO Creator 一种开源学习对象创作工具——LO Creator的设计
Pub Date : 1900-01-01 DOI: 10.28945/1386
A. Koohang, K. Floyd, Cody Stewart
Introduction Authoring tools that allow creation of learning objects are emerging at a slow pace. There are authoring tools available to the public for free download. Reload, for example, is an authoring tool that facilitates "creation, sharing and reuse of learning objects using a range of pedagogical approaches through the use of lesson plans" (See http://www.reload.ac.uk/). Another example is GLO maker, a free authoring tool for creating generative learning objects. (See http://www.glomaker.org/). Although these authoring tools are free to download, they are not Open Source (OS). Conversely, there are several OS authoring tools that are freely available to anyone who would like to adapt, expand, modify, and/or enhance the software. Several examples of these OS authoring tools are as follows: * Xical-Xical is an Open Source player for media presentations, e-learning lectures, tutorials and webinars. It is designed and programmed in Flash and ActionScript and runs on Macromedias OS-agnostic. (See http://xical.org/) * eXe-The eXe project is an Open Source authoring application for creating Web educational content. (See http://exelearning.org/wiki) * Multimedia Learning Object Authoring Tool--The Multimedia Learning Object Authoring Tool is an Open Source tool that "enables content experts to easily combine video, audio, images and texts into one synchronized learning object." (See http://www.learningtools.arts.ubc.ca/mloat.htm) * Xerte-Xerte is an Open Source server-based suite of tools that is "aimed at developers of interactive content who will create sophisticated content with some scripting." (See http://www.nottingham.ac.uk/~cczjrt/Editor/) Most of these OS authoring tools have an extensive learning curve with little attention to simplicity and design flexibility. Therefore, these LO authoring tools may not be suitable for everyone wishing to create learning objects. While the task of developing OS Learning Objects authoring tools is slowly picking up among the communities of practice, two elements must be taken into consideration during the development process--(1) simplicity of design and (2) a free style pedagogical design environment. Simplicity means that the authoring tool is simple and straightforward. It is uncomplicated and the learning curve is nominal. Simplicity of the authoring tool may encourage the LO designer to include appropriate user interface elements in the design process of learning objects. A free style pedagogical design environment does not impose a set of pedagogical approaches to be followed by the LO designer; rather it allows the flexibility for creativity of design using learning theories and principles suitable for a chosen audience. The primary purpose of this paper is to present the birth of an Open Source Learning Objects authoring tool (the LO Creator) that emphasizes simplicity and flexibility for a free style pedagogical design environment for creating learning objects. Consistent with its purpose, this p
允许创建学习对象的创作工具正在缓慢出现。有可供公众免费下载的创作工具。例如,Reload是一个创作工具,它“通过使用课程计划,使用一系列教学方法,促进学习对象的创建、共享和重用”(参见http://www.reload.ac.uk/)。另一个例子是GLO maker,一个用于创建生成学习对象的免费创作工具。(见http://www.glomaker.org/)。尽管这些创作工具可以免费下载,但它们不是开放源代码(OS)。相反,有几个操作系统创作工具是免费提供给任何想要调整、扩展、修改和/或增强软件的人的。这些操作系统创作工具的几个例子如下:* Xical-Xical是一个开源播放器,用于媒体演示,电子学习讲座,教程和网络研讨会。它是用Flash和ActionScript设计和编程的,运行在macromediasos上。(参见http://xical.org/) * eXe项目是一个用于创建Web教育内容的开源创作应用程序。(参见http://exelearning.org/wiki) *多媒体学习对象创作工具——多媒体学习对象创作工具是一个开源工具,“使内容专家能够轻松地将视频、音频、图像和文本组合到一个同步的学习对象中。”(参见http://www.learningtools.arts.ubc.ca/mloat.htm) * Xerte-Xerte是一个基于服务器的开源工具套件,“面向交互式内容的开发人员,他们将使用一些脚本创建复杂的内容。”(参见http://www.nottingham.ac.uk/~cczjrt/Editor/)大多数操作系统创作工具都有一个广泛的学习曲线,很少关注简单性和设计灵活性。因此,这些LO编写工具可能不适合所有希望创建学习对象的人。虽然开发OS Learning Objects创作工具的任务正在实践社区中慢慢兴起,但在开发过程中必须考虑两个因素——(1)设计的简单性和(2)自由风格的教学设计环境。简单性意味着创作工具简单直接。它并不复杂,学习曲线也很简单。编写工具的简单性可以鼓励LO设计人员在学习对象的设计过程中包含适当的用户界面元素。自由风格的教学设计环境不会强加一套教学方法,让设计师遵循;相反,它允许使用适合特定受众的学习理论和原则的设计创造性的灵活性。本文的主要目的是介绍开源学习对象创作工具(LO Creator)的诞生,该工具强调创建学习对象的自由风格教学设计环境的简单性和灵活性。与本文的目的相一致,本文的组织结构如下。首先,解释了开源的概念。其次,对学习对象进行了简要说明。其次,本文介绍了开源学习对象创作工具——LO Creator从设计到实现的过程。然后,讨论转向使用LO Creator设计和创建声音学习对象的系统和有条不紊的方法。结论和对未来研究的建议完成了论文。什么是开源?GNU项目(见http://www.gnu.org/)将开源(OS)软件定义为“用户自由运行、复制、分发、研究、更改和改进软件的问题”。GNU工程关于操作系统软件的自由声明(0-3)是:*自由0——出于任何目的运行程序的自由。*自由1——研究程序如何工作的自由,并使其适应您的需要。…
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引用次数: 15
Interoperability and Learning Objects: An Overview of E-Learning Standardization 互操作性与学习对象:电子学习标准化概述
Pub Date : 1900-01-01 DOI: 10.28945/408
N. Friesen
The observation "the nice thing about standards is that there are so many to choose from" (Tanenbaum, 1981, p. 221) has been circulating in e-learning standards circles for some time. This statement certainly reflects the varied and complex nature of standards organizations and standards development processes. This paper provides an overview of standards and specifications bodies and processes relevant to e-learning and particularly to learning objects and related infrastructures. It focuses specifically on three key organizations and on the e-learning specifications and the standards they develop: the IMS Global Consortium, the IEEE LTSC (Institute of Electrical and Electronics Engineers, Inc. Learning Technology Standards Committee), and the ISO/IEC (International Standards Organization/International Electrotechnical Commission).
“标准的好处是有这么多的选择”(Tanenbaum, 1981, p. 221)在电子学习标准界流传了一段时间。这种说法当然反映了标准组织和标准开发过程的多样性和复杂性。本文概述了与电子学习,特别是与学习对象和相关基础设施相关的标准、规范、主体和过程。它特别关注三个关键组织以及它们开发的电子学习规范和标准:IMS全球联盟、IEEE LTSC(电气和电子工程师协会)。学习技术标准委员会)和ISO/IEC(国际标准组织/国际电工委员会)。
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引用次数: 141
A Taxonomy as a Vehicle for Learning 作为学习工具的分类法
Pub Date : 1900-01-01 DOI: 10.28945/67
C. Brodahl, B. Smestad
In this article, we describe the development of a classification system providing a framework for analysis of, and communication about, a subgroup of learning objects. The objects we consider are highly visual, animated, interactive, and mathematics-related, and we call them VaniMaps. Secondly, we discuss the use of the system. In the first phase, the development was based on literature studies and discussions on examples of VaniMaps. In the second phase, the classification system was tested by students and their responses were analyzed to identify possible improvements. Now, the system is developed further based on experience gained while using it for different purposes. We see several possible uses of the classification system, or selected parts of it: (a) to facilitate communication between the orderer and the developer, (b) to initiate discussions on VaniMaps in teacher education, (c) to analyze and choose between VaniMaps for teaching and learning activities, and (d) to establish a database for VaniMaps labeled using classification statements. We will discuss all these uses and especially emphasize the use in teacher education, illustrated with a case study.
在本文中,我们描述了一个分类系统的开发,该分类系统提供了一个框架,用于分析和交流学习对象的子组。我们所考虑的对象是高度视觉化、动画化、互动性和数学相关的,我们称之为VaniMaps。其次,讨论了系统的使用。在第一阶段,开发是基于文献研究和VaniMaps示例的讨论。在第二阶段,学生对分类系统进行测试,并分析他们的反应,以确定可能的改进。现在,根据在不同用途中使用该系统所获得的经验,该系统正在进一步发展。我们看到了分类系统的几种可能用途,或者选择了其中的一部分:(a)促进订购者和开发人员之间的沟通,(b)在教师教育中发起关于VaniMaps的讨论,(c)分析和选择用于教学活动的VaniMaps,以及(d)建立一个使用分类语句标记的VaniMaps数据库。我们将讨论所有这些用途,并特别强调在教师教育中的使用,并通过一个案例来说明。
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引用次数: 3
Learning Pod: A New Paradigm for Reusability of Learning Objects 学习舱:学习对象可重用性的新范式
Pub Date : 1900-01-01 DOI: 10.28945/381
N. Mogharreban, D. Guggenheim
Introduction In 1994 the term "learning objects" made its first appearance in the title of Wayne Hodgins' CedMA working group: "Learning Architectures, APIs and Learning Objects" (Polsani, 2003). This reference is ostensibly made toward object-oriented programming, a paradigm of software engineering where software programs are built using modules that are interoperable, reusable, and easier to maintain than their monolithic counterparts. In a similar fashion, an academic course can be broken up into computer-mediated instructional units that possess these same qualities--portability, adaptability, reusability, and ease of maintenance. Because a single hour of online instruction can take up to 300 hours to develop (Kapp, 2003), reusability is the core return on investment (ROI) message offered by learning object promoters, from the earliest days to the present (Churchill, 2005, 2007; Downes, 2003; du Plessis, 2005; Garcia-Barriocanal, Sicilia, & Lytras, 2007; Hodgins, 2000; Liber, 2005; Liu, Huang, & Chao, 2005; Polsani, 2003; Wiley, 2000). Yet, after 12 years of successive evolution, learning objects are still primarily a collection of stand-alone modules that rarely interconnect outside of strictly controlled regimes, such as those imposed by corporate and military training guidelines. The lack of reusability does not stem from a dearth of technical and procedural standardization. Groups like IMS Global Learning Consortium, Inc. (IMS Global), IEEE Learning Technology Standards Committee (LTSC), Cisco Systems (Cisco 1999), and, by extension, Griffiths, Stubbs, and Watkins (2007) have published documents that describe in detail process analysis, metadata, sequencing, learning management system portability, test and assessment, and/or interconnection. What is missing from these control structures is the conceptual and aesthetic engineering necessary to promote visual, auditory, and kinesthetic consistency as well as interoperability at the lowest level, from learning module to learning module. Impediments to Reusability Definition Several factors coalesce into a collective impediment to reusability. First, the definition of a learning object is devoid of a uniform structure, making the reuse of these nebulous entities difficult. Borrowing from Churchill (2007), here are some example definitions: * Any digital or non-digital entity for technology-supported learning (IEEE, 2001). * Atomic or aggregate learning resources (IMS Global, 2003) * Any digital resource used to support learning (Wiley, 2000). * Any digital resource used to mediate learning (Wiley & Edwards, 2002). * A LO can be based on an electronic text, a simulation, a Web site, a .gif graphic image, a QuickTime movie, a Java applet or any other resource that can be used in learning. (McGreal, 2004). * A collection of 7 [+ or -] 2 components containing content, practice and assessment parts (Cisco Systems, 2001). * Combined knowledge object and a strategic object representing a mental mode
1994年,“学习对象”一词首次出现在Wayne Hodgins的CedMA工作组的标题中:“学习架构、api和学习对象”(Polsani, 2003)。这种参考表面上是针对面向对象编程的,这是一种软件工程范例,在这种范例中,软件程序是使用可互操作、可重用的模块构建的,并且比它们的单体对应物更容易维护。以类似的方式,一门学术课程可以被分解成以计算机为媒介的教学单元,这些单元具有相同的品质——可移植性、适应性、可重用性和易于维护。由于一小时的在线教学可能需要长达300小时的时间来开发(Kapp, 2003),从最早的时候到现在,可重用性是学习对象推广者提供的核心投资回报率(ROI)信息(Churchill, 2005, 2007;唐斯,2003;du Plessis, 2005;Garcia-Barriocanal, Sicilia, & Lytras, 2007;霍金斯,2000;书籍,2005;刘、黄、赵,2005;Polsani, 2003;威利,2000)。然而,经过12年的连续发展,学习对象仍然主要是独立模块的集合,这些模块很少在严格控制的制度之外相互连接,例如那些由公司和军事训练指南强加的制度。可重用性的缺乏并非源于技术和程序标准化的缺乏。像IMS全球学习联盟公司(IMS Global)、IEEE学习技术标准委员会(LTSC)、思科系统公司(Cisco 1999)以及Griffiths、Stubbs和Watkins(2007)这样的组织已经发布了详细描述过程分析、元数据、排序、学习管理系统可移植性、测试和评估以及/或互连的文档。这些控制结构所缺少的是促进视觉、听觉和动觉一致性以及最低层次的互操作性所必需的概念和美学工程,从学习模块到学习模块。可重用性定义的障碍有几个因素共同构成了可重用性的障碍。首先,学习对象的定义缺乏统一的结构,使得这些模糊的实体难以重用。借用Churchill(2007)的观点,以下是一些定义示例:*任何用于技术支持学习的数字或非数字实体(IEEE, 2001)。*原子或聚合学习资源(IMS Global, 2003) *任何用于支持学习的数字资源(Wiley, 2000)。*任何用于调解学习的数字资源(Wiley & Edwards, 2002)。LO可以基于电子文本、模拟、网站、gif图形图像、QuickTime电影、Java applet或任何其他可用于学习的资源。(状况,2004)。*包含内容、实践和评估部分的7个[+或-]2个组件的集合(Cisco Systems, 2001)。*结合知识对象和战略对象,代表学习者通过增量细化发展的心理模型(Merrill, 2000)。*说明一个或多个概念的交互式数字资源(Cochrane, 2005)。*互动视觉表现(Churchill, 2005)。数量级学习对象被隐喻地描述为大块、块、乐高积木、林肯原木、原子、分子化合物和晶体(Hodgins & Conner, 2000;书籍,2005;Mejias & Shoemaker, 2005;威利,1999)。Rehak和Mason, 2003恰当地描述了这种混乱的环境:不同的定义比比皆是,不同的用途被设想,不同的部门有追求其发展的特殊原因。在这种不确定和分歧的环境中,各种利益相关者正朝着各个方向前进。…
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引用次数: 7
Computer Supported Collaborative Learning and Higher Order Thinking Skills: A Case Study of Textile Studies 计算机支持的协作学习与高阶思维技能:以纺织学为例
Pub Date : 1900-01-01 DOI: 10.28945/69
Ada W. W. Ma
The scarcity of readily usable instruments to resea rch learning in Computer Supported Collaborative Learning (CSCL) environments has posed a great challenge to devise appropriate analytical tools to investigate how individuals change their u nderstanding or create a new personal construction of knowledge as a result of social intera ction and negotiation within the group. Given this scenario, the Activity System Model (Engestrom, 1987), based on a socio-cultural perspective, was adopted as a framework for analysing the quality of a CSCL community in this research project. Data were analysed to examine how interactivity had contributed to the fostering of higher order thinking skills in the CSCL community. Findings of this study confirmed that there was a positive correlation between the quality of collaborative pr ocess engaged by groups and the quality of cognitive skills fostered. High levels of social in teraction and collaboration contributed to the establishment of a community of learning, nurturing a space for fostering higher order thinking through co-creation of knowledge processes. Lessons learnt and limitations of the investigation in this study in light of the methodological issues re lating to coding reliability and difficulties in translating Chinese text involved in the CSCL for c omputerized coding process were discussed as well.
在计算机支持的协作学习(CSCL)环境中,缺乏现成可用的工具来研究学习,这对设计适当的分析工具来调查个人如何在群体内的社会互动和协商中改变他们的理解或创造新的个人知识结构提出了巨大的挑战。鉴于这种情况,本研究项目采用了基于社会文化视角的活动系统模型(Engestrom, 1987)作为分析CSCL社区质量的框架。我们分析了数据,以研究互动如何有助于培养CSCL社区的高级思维技能。本研究的结果证实了小组合作过程的质量与培养认知技能的质量之间存在正相关关系。高水平的社会互动和协作有助于建立一个学习社区,通过共同创造知识过程培育一个培养更高层次思维的空间。本文还讨论了本研究的经验教训和局限性,以及编码可靠性和CSCL计算机编码过程中涉及的中文文本翻译困难的方法学问题。
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引用次数: 57
An Integrated Model of Collaborative Knowledge Building 协同知识构建的集成模型
Pub Date : 1900-01-01 DOI: 10.28945/388
Gurparkash Singh, L. Hawkins, G. Whymark
This paper describes a model for studying collaborative knowledge building (CKB) as a group activity. We integrate the model described by Stahl (2000a) with an analysis based on the principles of cultural historical activity theory (CHAT), using the analysis of a self reflective case study to guide the description. The concept of the CKB activity system is developed, and the role of contradictions in CHAT is described. The case is then analyzed to show how the model explains collaboration in practice. The final model includes two additional cycles representing the role of reflective practice in CKB. The new model of CKB processes combined with the concept of the activity as the unit of analysis and the tools of CHAT provides an efficacious way of investigating collaborative knowledge building.
本文描述了一个将协作知识建设作为一种群体活动来研究的模型。我们将Stahl (2000a)所描述的模型与基于文化历史活动理论(CHAT)原则的分析相结合,使用自我反思案例研究的分析来指导描述。提出了CKB活动系统的概念,并阐述了矛盾在CHAT中的作用。然后对案例进行分析,以说明该模型如何解释实践中的协作。最后的模型包括两个额外的周期,代表反思性实践在CKB中的作用。CKB过程的新模型与活动作为分析单元的概念和CHAT工具相结合,为研究协作知识建设提供了一种有效的方法。
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引用次数: 43
Teachers' Openness to Change and Attitudes towards ICT: Comparison of Laptop per Teacher and Laptop per Student Programs. 教师对变革的开放态度和对信息通信技术的态度:每个教师一台电脑和每个学生一台电脑计划的比较。
Pub Date : 1900-01-01 DOI: 10.28945/1728
I. Blau, Y. Peled
This study compares three groups of teachers that (1) work in one-to-one laptop classrooms, (2) received a laptop from the state for pedagogical use, and (3) teach without technology. The influence of openness to change and attitudes towards ICT implementation on online communication and information search by 97 Israeli middle school teachers was explored. The results indicate that teachers' openness to changes in professional life and their attitudes towards ICT predict 22.3% of the variance in online communication and 35% of the variance in online information search, both for personal and pedagogical purposes. Teacher openness to change, online communication, and information search were significantly higher among teachers who volunteered to participate in the one-to-one program compared to those who did not volunteer. These results are consistent with the important role of individual differences in explaining the rate of adopting innovations in general and implementing technology by teachers in particular. Compared to other participants, teachers in the one-to-one program showed higher level of awareness to the time invested in preparing digital learning materials. This emphasizes the importance of speeding the development of digital content that is adapted to local context by providers of learning materials. Compared to other participants, teachers who have a laptop reported a higher level of openness to professional changes, to online communication, and information search for both personal and professional purposes. These findings emphasize the importance of providing teachers with personal devices for pedagogical use and online communication.
本研究比较了三组教师:(1)在一对一的笔记本电脑教室工作,(2)从国家获得一台笔记本电脑用于教学,(3)无技术教学。本研究以97名以色列中学教师为对象,探讨对变革的开放程度和对ICT实施的态度对在线交流和信息搜索的影响。结果表明,教师对职业生活变化的开放程度及其对信息通信技术的态度预测了在线交流方差的22.3%和在线信息搜索方差的35%,无论是出于个人目的还是出于教学目的。自愿参加一对一课程的教师对改变、在线交流和信息搜索的开放程度明显高于没有自愿参加一对一课程的教师。这些结果与个体差异在解释普遍采用创新和特别是教师实施技术的比率方面的重要作用是一致的。与其他参与者相比,一对一课程的教师对准备数字学习材料所投入的时间表现出更高的意识。这强调了加快学习材料提供者适应当地情况的数字内容开发的重要性。与其他参与者相比,拥有笔记本电脑的教师对职业变化、在线交流以及个人和专业目的的信息搜索的开放程度更高。这些发现强调了为教师提供用于教学和在线交流的个人设备的重要性。
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引用次数: 31
Using Video to Record Summary Lectures to Aid Students' Revision 利用视频记录课堂总结,帮助学生复习
Pub Date : 1900-01-01 DOI: 10.28945/393
Janice Whatley, Amrey Ahmad
Video as a tool for teaching and learning in higher education is a multimedia application with considerable promise. Including video within the online support material for a module can help students to gain an understanding of the material and prepare for assessment. We have experimented with using short videos that summarise the lectures given, as an aid for students to use when revising. An interpretive method has been adopted to investigate the use students make of these videos, during the teaching term and when revising for assessment. In this paper a summary of ways that video can be used for supporting teaching and learning is given, the ways in which we used video are presented followed by discussion of some issues relating to producing summary length videos. Preliminary research indicates that students find these summary lectures very useful for reviewing lecture material as well as for their revision.
视频作为高等教育的教学工具,是一种极具发展前景的多媒体应用。在一个模块的在线支持材料中包含视频可以帮助学生理解材料并为评估做准备。我们尝试使用简短的视频来总结所讲的课程,作为学生复习时的辅助工具。采用解释性的方法来调查学生在教学期间和复习评估时使用这些视频的情况。本文总结了视频用于支持教学的方法,介绍了我们使用视频的方法,然后讨论了与制作摘要长度视频有关的一些问题。初步研究表明,学生发现这些总结讲座对复习课程材料和复习功课非常有用。
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引用次数: 108
Computer supported collaborative learning and critical reflection: A case study of fashion consumerism 计算机支持的协作学习与批判性反思:时尚消费主义个案研究
Pub Date : 1900-01-01 DOI: 10.28945/1170
Ada W. W. Ma
Computer-supported collaborative learning (CSCL) is believed to be a powerful pedagogical process to equip students with critical reflection to be more sensitive to cultural diversity, stereotypes, and multiple perspectives. The elements of collaborative learning are drawn from research findings and result in a new model to be implemented for learners using Blackboard as avenue for on-line self-reflection and on-going peer critical debate. Participants are students enrolled in a Bachelor of Education program in the field of Home Economics and assigned to group projects. Students are required to undertake a critical analysis of fashion advertisements with reflective ejournals and a reflective paper to question taken-for-granted assumptions. This paper begins with a literature review on critical reflection which demonstrates the problematic nature of defining and researching reflective concepts and techniques, as well as the very wide range of meanings assigned to terms associated with reflection. Next is an outline of the pedagogical design that creates CSCL opportunities and experiences to promote critical reflection in learners. It then highlights students’ reflections on how the created peer support system promotes their critical reflective capabilities. Finally, good practices of fostering collaborative reflection are shared that may be adapted in different contexts apart from the teacher education sector.
计算机支持的协作学习(CSCL)被认为是一种强大的教学过程,使学生具备批判性反思能力,对文化多样性、刻板印象和多种观点更加敏感。协作学习的要素是从研究成果中提取出来的,并产生了一种新的模式,用于学习者使用黑板作为在线自我反思和持续的同伴批判性辩论的途径。参与者是家庭经济学领域的教育学士学位课程的学生,并被分配到小组项目。学生需要对时尚广告进行批判性分析,并使用反思性电子期刊和反思性论文来质疑想当然的假设。本文首先对批判性反思进行了文献回顾,这表明了定义和研究反思概念和技术的问题本质,以及与反思相关的术语的广泛含义。接下来是教学设计的大纲,它创造了CSCL的机会和经验,以促进学习者的批判性反思。然后,它突出了学生对创建的同伴支持系统如何促进他们批判性反思能力的思考。最后,还分享了促进协作反思的良好做法,这些做法可以适用于教师教育部门以外的不同背景。
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引用次数: 12
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Interdisciplinary Journal of e-Learning and Learning Objects
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