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Democratizing design: new challenges and opportunities for computer-supported collaborative learning 民主化设计:计算机支持的协作学习的新挑战和机遇
Pub Date : 2009-06-08 DOI: 10.3115/1600053.1600096
G. Fischer
The fundamental challenge for the next generation of Computer-Supported Collaborative Learning (CSCL) systems is to contribute to the invention, fostering and support of cultures of participation in which humans can express themselves and engage in personally meaningful activities. New models for knowledge creation, accumulation, and sharing are needed that allow, encourage, and support all participants to be active contributors in personally meaningful activities. In our research, we have explored and contrasted two different models: MODEL-AUTHORITATIVE (based on strong input filters, relatively small information repositories, and weak output filters) and MODEL-DEMOCRATIC (based on weak input filters, large and diverse information repositories, and strong output filters to find relevant and reliable information). We postulate that MODEL-DEMOCRATIC democratizes design, requires support for meta-design, and fosters social creativity thereby creating new challenges and opportunities for computer-supported collaborative learning. Examples from different lifelong learning settings based on MODEL-DEMOCRATIC are described and analyzed and some general findings are derived and discussed.
下一代计算机支持的协作学习(CSCL)系统面临的根本挑战是促进发明、培养和支持参与文化,使人类能够表达自己并参与个人有意义的活动。需要新的知识创造、积累和分享模式,允许、鼓励和支持所有参与者在个人有意义的活动中成为积极的贡献者。在我们的研究中,我们探索并对比了两种不同的模型:model -权威型(基于强输入过滤器、相对较小的信息库和弱输出过滤器)和MODEL-DEMOCRATIC型(基于弱输入过滤器、大而多样的信息库和强输出过滤器来寻找相关和可靠的信息)。我们假设模型民主使设计民主化,需要对元设计的支持,并促进社会创造力,从而为计算机支持的协作学习创造新的挑战和机会。本文描述和分析了基于模型民主的不同终身学习环境的例子,并得出和讨论了一些一般性的发现。
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引用次数: 12
Designing the game-based environment to facilitate learners' interaction in performance-based learning by virtual pets 设计基于游戏的环境,促进学习者在虚拟宠物基于表现的学习中的互动
Pub Date : 2009-06-08 DOI: 10.3115/1600053.1600116
Calvin C. Y. Liao, Zhi-Hong Chen, T. Chan
Digital game-based learning attracts increasingly attention due to its positive influences on learning. Different games promote different aspects of learning. This paper attempts to propose a performance-based learning (PeBL) approach to create stage contexts in game-based learning environments. A My-Pet-and-Our-Stage system is developed according to this PeBL approach, and contains My-Pet and Our-Stage, which contains pet-nurturing mode and task learning mode, pet-performance mode and pet-performance mode, respectively. The learners in order to gain identity-making in front-stage, and therefore the learners need to be effort-making in back-stage. Since these the animal companions are driven by learner models.
基于数字游戏的学习因其对学习的积极影响而越来越受到人们的关注。不同的游戏促进不同方面的学习。本文试图提出一种基于表现的学习(PeBL)方法,在基于游戏的学习环境中创建舞台背景。根据这种PeBL方法开发了My-Pet-and-Our-Stage系统,包括My-Pet和Our-Stage,其中分别包含宠物培育模式和任务学习模式、宠物表现模式和宠物表现模式。学习者为了在前台获得认同,需要在后台进行努力。因为这些动物同伴是由学习者模型驱动的。
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引用次数: 5
CSCL and the transformation of education CSCL与教育转型
Pub Date : 2009-06-08 DOI: 10.3115/1599503.1599599
S. Vosniadou, L. Dirckinck-Holmfeld
The symposium addresses the challenges educational systems are exposed to in the transformation towards the knowledge and learning society. It will focus on the following aspects: • CSCL and a socio-cultural understanding of human learning • CSCL and innovative approaches to teaching and learning The aim of the symposium is to establish a dialogue between the researchers within the area of CSCL and education policy makers in various countries, the EU and internationally. It concerns all levels of the educational system from primary school to higher education and vocational adult training.
研讨会讨论了教育系统在向知识和学习型社会转变的过程中所面临的挑战。研讨会将集中在以下几个方面:•CSCL和对人类学习的社会文化理解•CSCL和创新的教学方法研讨会的目的是在CSCL领域的研究人员与欧盟和国际各国的教育政策制定者之间建立对话。它涉及从小学到高等教育和成人职业培训的各级教育系统。
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引用次数: 1
Analyzing CSCL-mediated science argumentation: how different methods matter 分析cscl介导的科学论证:不同的方法如何重要
Pub Date : 2009-06-08 DOI: 10.3115/1600053.1600070
J. Yeo, Yew-Jin Lee, Aik-Ling Tan, S. Tan, S. Lum
Research on argumentation has increased our understanding of knowledge construction, group learning, and scaffolding structures in CSCL although analyses of argumentation pose many difficulties. This could be due to the many theoretical positions that can be taken when approaching discourse data. In this paper, we use three popular analytic methods (interactional, content-specific, and linguistic) to compare the same fragment of scientific argumentation by Grade 4 children in Singapore. We show the complementary emphases and strengths of each disciplinary position as well as their weaknesses. The results imply that analytic methods arising from different disciplinary positions can potentially broaden our overall understanding of using argumentation in CSCL.
对论证的研究增加了我们对CSCL的知识建构、小组学习和脚手架结构的理解,尽管对论证的分析存在许多困难。这可能是由于在接近语篇数据时可以采取许多理论立场。在本文中,我们使用三种流行的分析方法(互动,内容特定和语言)来比较新加坡四年级儿童的科学论证的相同片段。我们展示了每个学科位置的互补重点和优势,以及它们的弱点。结果表明,来自不同学科立场的分析方法可以潜在地拓宽我们对在CSCL中使用论证的整体理解。
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引用次数: 1
Common objects for productive multivocality in analysis 在分析中产生多声性的共同对象
Pub Date : 2009-06-08 DOI: 10.3115/1599503.1599580
D. Suthers, N. Law, Kristine Lund, C. Rosé, Chris Teplovs
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引用次数: 6
Modeling, creating and enacting online collaborative scripts 建模、创建和执行在线协作脚本
Pub Date : 2009-06-08 DOI: 10.3115/1599503.1599577
M. Ronen, Dan Kohen-Vacs, A. Harrer, Y. Kali
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引用次数: 1
Tatiana: an environment to support the CSCL analysis process Tatiana:支持CSCL分析过程的环境
Pub Date : 2009-06-08 DOI: 10.3115/1600053.1600062
G. Dyke, Kristine Lund, J. Girardot
The analysis of multimodal computer-mediated human interaction data is difficult: the diverse nature of this data and its sheer quantity is challenging enough, but a further obstacle is introduced by the complex nature of these interactions. In this paper, we describe the kinds of activities performed by researchers wishing to analyze this data. We present a model for analysis based on these activities. We then introduce Tatiana (Trace Analysis Tool for Interaction Analysts) as an environment based on this model and designed to assist researchers in managing, synchronizing, visualizing and analyzing their data by iteratively creating artifacts which further their understanding or exhibit their current understanding of their data. We show how Tatiana can be used to perform analyses and its potential for sharing corpora and analyses within the research community.
对多模态计算机介导的人类交互数据的分析是困难的:这些数据的多样性及其绝对数量已经足够具有挑战性,但是这些交互的复杂性带来了进一步的障碍。在本文中,我们描述了希望分析这些数据的研究人员所进行的各种活动。我们提出了一个基于这些活动的分析模型。然后我们介绍Tatiana(用于交互分析的跟踪分析工具)作为基于该模型的环境,旨在通过迭代地创建工件来帮助研究人员管理、同步、可视化和分析他们的数据,从而进一步理解或展示他们当前对数据的理解。我们展示了如何使用Tatiana来执行分析,以及它在研究社区内共享语料库和分析的潜力。
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引用次数: 70
How gender composition influences individual knowledge elaboration in CSCL 性别构成如何影响CSCL的个人知识阐述
Pub Date : 2009-06-08 DOI: 10.3115/1600053.1600079
N. Ding
The aim of the study is to explore the gender difference in learning achievement and knowledge elaboration process in CSCL. A sample of ninety-six secondary school students, aged 16, participated in the two-week experiment. Students were randomly paired to solve six problems about Newtonian mechanics. Their pre- and post-test performances and online interactions were analyzed. We found that female students' learning performance and knowledge elaboration process were sensitive to their partner gender, but that's not the case for male students. Besides, due to a divergent knowledge elaboration process, mixed-gender dyads run the risk of disadvantaging female students in CSCL.
本研究旨在探讨中文教学中学生在学习成就和知识精化过程中的性别差异。96名16岁的中学生参加了为期两周的实验。学生们被随机配对来解决六个关于牛顿力学的问题。分析了他们在测试前后的表现和在线互动。我们发现女生的学习表现和知识阐述过程对其伴侣性别敏感,而男生则不如此。此外,由于知识阐述过程的差异,混合性别双元组在CSCL中存在不利于女学生的风险。
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引用次数: 7
Long-tail learning: a unique opportunity for CSCL? 长尾学习:CSCL的独特机遇?
Pub Date : 2009-06-08 DOI: 10.3115/1599503.1599512
A. Collins, G. Fischer, Brigid Barron, Chen-Chung Liu, H. Spada
The Long Tail. The phrase "The Long Tail" was first coined by Chris Anderson in an October 2004 Wired magazine article to describe how our culture and economy is increasingly shifting away from a focus on a relatively small number of "hits" (mainstream products and markets) at the head of the demand curve toward a huge number of niches in the tail (as exemplified by companies such as Amazon or Netflix, that sell a large number of unique items in relatively small quantities). Goal of the Symposium. The goal of the symposium is to present initial components of an analytical framework and an analysis of success stories in order to launch a discussion of how the participatory Web 2.0 provides unique possibilities for an educational interpretation of the "Long Tail" thereby creating new feasibility spaces for collaborative learning.
长尾理论。“长尾”一词最早是Chris Anderson在2004年10月《连线》杂志上的一篇文章中提出的,用来描述我们的文化和经济如何逐渐从需求曲线顶端的相对少数的“热门产品”(主流产品和市场)转向需求曲线尾部的大量利基市场(例如亚马逊或Netflix等公司,它们以相对少量的数量销售大量独特产品)。研讨会的目的。研讨会的目标是提出一个分析框架的初步组成部分和对成功案例的分析,以便展开讨论,探讨参与式Web 2.0如何为“长尾”的教育解释提供独特的可能性,从而为协作学习创造新的可行性空间。
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引用次数: 20
Collaboration and abstract representations: towards predictive models based on raw speech and eye-tracking data 协作和抽象表示:基于原始语音和眼动追踪数据的预测模型
Pub Date : 2009-06-08 DOI: 10.3115/1600053.1600065
Marc-Antoine Nüssli, Patrick Jermann, Mirweis Sangin, P. Dillenbourg
This study aims to explore the possibility of using machine learning techniques to build predictive models of performance in collaborative induction tasks. More specifically, we explored how signal-level data, like eye-gaze data and raw speech may be used to build such models. The results show that such low level features have effectively some potential to predict performance in such tasks. Implications for future applications design are shortly discussed.
本研究旨在探索使用机器学习技术构建协作归纳任务性能预测模型的可能性。更具体地说,我们探索了如何使用信号级数据,如眼睛注视数据和原始语音来构建这样的模型。结果表明,这种低级特征在预测此类任务的性能方面具有一定的潜力。稍后将讨论对未来应用程序设计的影响。
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引用次数: 30
期刊
International Conference on Computer Supported Collaborative Learning
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