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Computer support for knowledge-building communities. In T. Koschmann (Ed.), CSCL: Theory and practice of an emerging paradigm (pp (1996)

by M Scardamalia, C Bereiter
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Assessing teaching presence in a computer conferencing context

by Terry Anderson, Liam Rourke, D. Randy Garrison, Walter Archer - Journal of Asynchronous Learning Networks , 2001
"... This paper presents a tool developed for the purpose of assessing teaching presence in online courses that make use of computer conferencing, and preliminary results from the use of this tool. The method of analysis is based on Garrison, Anderson, and Archer’s [1] model of critical thinking and prac ..."
Abstract - Cited by 180 (3 self) - Add to MetaCart
This paper presents a tool developed for the purpose of assessing teaching presence in online courses that make use of computer conferencing, and preliminary results from the use of this tool. The method of analysis is based on Garrison, Anderson, and Archer’s [1] model of critical thinking and practical inquiry in a computer conferencing context. The concept of teaching presence is constitutively defined as having three categories – design and organization, facilitating discourse, and direct instruction. Indicators that we search for in the computer conference transcripts identify each category. Pilot testing of the instrument reveals interesting differences in the extent and type of teaching presence found in different graduate level online courses.
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..., our facilitating discourse category is more than the facilitation of social activities. Our facilitating discourse function differs from the “social dimension” of computer conferencing, which Henri =-=[20]-=- defines as “statements not related to formal content or subject matter” (p. 126). Rather, facilitation of discourse is usually integrated within direct instruction and in situ design of instructional...

Addressing the Challenges of Inquiry-Based Learning through Technology and Curriculum Design

by Daniel C. Edelson, Douglas N. Gordin, Roy D. Pea - The Journal of the Learning Sciences , 1999
"... Inquiry experiences can provide valuable opportunities for students to improve their understanding of both science content and scientific practices. However, the implementation of inquiry learning in classrooms presents a number of significant challenges. We have been exploring these challenges thro ..."
Abstract - Cited by 171 (6 self) - Add to MetaCart
Inquiry experiences can provide valuable opportunities for students to improve their understanding of both science content and scientific practices. However, the implementation of inquiry learning in classrooms presents a number of significant challenges. We have been exploring these challenges through a program of research on the use of scientific visualization technologies to support inquiry-based learning in the geosciences. In this paper, we describe five significant challenges to implementing inquiry-based learning and present strategies for addressing them through the design of technology and curriculum. We present a design history covering four generations of software and curriculum to show how these challenges arise in classrooms and how the design strategies respond to them. Students at all grade levels and in every domain of science should have the opportunity to use scientific inquiry and develop the ability to think and act in ways associated with inquiry...(National Scie...
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...94; WW2010: Plutchak et al., 1998), exchanging data and ideas across distances (GLOBE, Rock et al., 1997; Kids As Global Scientists, Songer, 1995), structuring and supporting discussion (e.g., CSILE, =-=Scardamalia & Bereiter, 1994-=-; CoVis Collaboratory Notebook, Edelson, Pea & Gomez, 1996a,b; CaMILE, Guzdial, Turns, Rappin & Carlson, 1995; SpeakEasy, Hoadley, Hsi & Berman, 1995), and providing access to information in the form ...

Transcending the Individual Human Mind -- Creating Shared Understanding through Collaborative Design

by Ernesto Arias, Hal Eden, Gerhard Fischer, Andrew Gorman, Eric Scharff - ACM TRANSACTIONS ON COMPUTER HUMAN-INTERACTION , 2000
"... Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead ..."
Abstract - Cited by 155 (57 self) - Add to MetaCart
Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead to new insights, new ideas, and new artifacts. New media that allow owners of problems to contribute to framing and resolving complex design problems can extend the power of the individual human mind. Based on our past work and study of other approaches, systems, and collaborative and participatory processes, this article identifies challenges we see as the limiting factors for future collaborative human-computer systems. The Envisionment and Discovery Collaboratory (EDC) is introduced as an integrated physical and computational environment addressing some of these challenges. The vision behind the EDC shifts future development away from the computer as the focal point, toward an emphasis that tries to improve our understanding of the human, social, and cultural system that creates the context for use. This work is based on new conceptual principles that include creating shared understanding among various stakeholders, contextualizing information to the task at hand, and creating objects to think with in collaborative design activities. Although
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...a dynamically evolving information repository, or group memory, would be one way to store and synthesize the information for future use in knowledge construction. Although some systems such as CSILE [=-=Scardamalia & Bereiter, 1994-=-] provide a way of dynamically constructing knowledge, it is important not to decouple knowledge construction from the specific problem solving context. By situating systems within actual design activ...

A walk on the WILD side: How wireless handhelds may change CSCL

by Jeremy Roschelle, Roy Pea - International Journal of Cognition and Technology , 2002
"... Designs for CSCL applications usually presume a desktop/laptop computer. Yet future classrooms are likely to be organized around Wireless Internet Learning Devices (WILD) that resemble graphing calculators or Palm handhelds, connected by short-range wireless networking. WILD learning will have physi ..."
Abstract - Cited by 125 (9 self) - Add to MetaCart
Designs for CSCL applications usually presume a desktop/laptop computer. Yet future classrooms are likely to be organized around Wireless Internet Learning Devices (WILD) that resemble graphing calculators or Palm handhelds, connected by short-range wireless networking. WILD learning will have physical affordances that are different from today's computer lab, and different from classrooms with 5 students per computer. These differing affordances may lead to learning activities that deviate significantly from today's images of K-12 CSCL activities. Drawing upon research across a range of recent handheld projects, we suggest application-level affordances around which WILDbased CSCL has begun to organize: (a) augmenting physical space, (b) leveraging topological space, (c) aggregating coherently across all students, (d) conducting the class, and (e) act becomes artifact. We speculate on how CSCL research may consequently evolve towards a focus on kinds of systemic coupling in an augmented activity space.

MOOSE Crossing: Construction, Community, and Learning in a Networked Virtual World for Kids

by Amy Susan Bruckman , 1997
"... In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructi ..."
Abstract - Cited by 124 (12 self) - Add to MetaCart
In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist" approach to use of the Internet makes particularly good use of its educational potential. The Internet provides opportunities to move beyond the creation of constructionist tools and activities to the creation of "constructionist cultures." These issues are explored through a specific example: MOOSE Crossing, a text-based virtual world (or "MUD") designed to be a constructionist learning environment for children ages 8 to 13. On MOOSE Crossing, children have constructed a virtual world together, making new places, objects, and creatures. Kids have made baby penguins that respond differently to five kinds of food, fortune tellers who predict the future, and the place at the end of the rainbow--- answer a riddle, and you get the pot of gold. This thesis discusses the design principles underlying a new programming language (MOOSE) and client interface (MacMOOSE) designed to make it easier for children to learn to program on MOOSE Crossing. It presents a detailed analysis, using an ethnographic methodology, of children's activities and learning experiences on MOOSE Crossing, with special focus on seven children who participated in a weekly after-school program from October 1995 through February 1997. In its analysis of children's activities, this thesis explores the relationship between construction and community. It describes how the MOOSE Crossing children motivated and supported one another's learning experiences: community provided support for learning through design and...

Fostering collaborative knowledge construction with visualization tools’. Learning and Instruction 12

by F. Fischer, J. Bruhn , 2002
"... with visualization tools ..."
Abstract - Cited by 83 (21 self) - Add to MetaCart
with visualization tools
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...ver, other approaches see learning as a process substantially influenced by the entire context. In this view, learning should therefore only be analyzed by taking into account the whole context (e.g. =-=Scardamalia & Bereiter, 1994-=-). In comparison to the analysis of the co-construction of knowledge in a given context, the quality and breadth of individual knowledge construction is often given little attention. In many education...

From Content to context: videogames as designed experience

by Kurt Squire - Educational Researcher , 2006
"... Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game pla ..."
Abstract - Cited by 78 (6 self) - Add to MetaCart
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players ’ understandings are developed through cycles of performance within the gameworlds, which instantiate particular theories of the world (ideological worlds). Players develop new identities both through game play and through the gaming communities in which these identities are enacted. Thus research that examines game-based learning needs to account for both kinds of interactions within the gameworld and in broader social contexts. Examples from curriculum developed for Civilization III and Supercharged! show how games can communicate powerful ideas and open new identity trajectories for learners.
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...see Black, 2005; Jenkins, 1992), we can predict that some of this interpretive work occurs through interpretive communities where meanings are produced, negotiated, and given legitimacy (Dewey, 1938; =-=Scardamalia & Bereiter, 1996-=-). Knowledge as Performance To date, there are few studies of learning through game play, although games are rich sites for studying learning, for both practical and theoretical reasons: Practically, ...

Analysing student interaction processes in order to improve collaboration

by Beatriz Barros, M. Felisaverdejo - The DEGREE approach. International Journal of Artificial Intelligence in Education , 2000
"... Abstract: Computer mediated collaborative learning allows the recording of a large amount of data about the interaction processes and the task performance of a group of students. This empirical data is a very rich source to mine for a variety of purposes. Some purposes are of practical nature like, ..."
Abstract - Cited by 71 (0 self) - Add to MetaCart
Abstract: Computer mediated collaborative learning allows the recording of a large amount of data about the interaction processes and the task performance of a group of students. This empirical data is a very rich source to mine for a variety of purposes. Some purposes are of practical nature like, for instance, the improvement of peer awareness on the on-going work. Other purposes are of a more long-term and fundamental scope such as to understand socio-cognitive correlations between collaboration and learning. Manual approaches to fully monitor and exploit these data are out of the question. A mixture of computational methods to organise and extract information from all this rough material together with partial and focused in-depth manual analysis seems a more feasible and scalable framework. In this paper we present an approach to characterise group and individual behaviour in computer-supported collaborative work in terms of a set of attributes. In this way a process-oriented qualitative description of a mediated group activity is given from three perspectives: (i) a group performance in reference to other groups, (ii) each member in reference to other members of the group, and (iii) the group by itself. In our approach collaboration is conversation-based. Then we propose a method to automatically compute these attributes for processes where joint activity and interactions are carried out by means of semi-structured messages. The final set of attributes has been fixed through an extensive period of iterative design and experimentation. Our design approach allows us to extract relevant information at different levels of abstraction. Visualization and global behavior analysis tools are discussed. Shallow analyses as presented in this paper are needed and useful to tackle with a large amount of information, in order to enhance computer-mediated support.
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...ollaborativesInternational Journal of Artificial Intelligence in Education (2000) 11, to appear learning environments for open and closed virtual groups have been built for a range of learning tasks (=-=Scardamalia & Bereiter, 1994-=-) (Edelson, Pea & Gomez, 1996 ) (Wan & Johnson, 1994) (Suthers & Jones, 1997), and experiences of use are reported from school to university level (Bell & Davies, 1996), (Collis, 1998). Subject Tools ...

The roles of representations and tools in the chemistry laboratory and their implications for chemistry learning

by Robert Kozma, Elaine Chin, Joel Russell, Nancy Marx - The Journal of the Learning Sciences , 2000
"... In this historical and observational study, we describe how scientists use representa-tions and tools in the chemistry laboratory, and we derive implications from these findings for the design of educational environments. In our observations we found that chemists use representations and tools to me ..."
Abstract - Cited by 71 (5 self) - Add to MetaCart
In this historical and observational study, we describe how scientists use representa-tions and tools in the chemistry laboratory, and we derive implications from these findings for the design of educational environments. In our observations we found that chemists use representations and tools to mediate between the physical sub-stances that they study and the aperceptual chemical entities and processes that under-lie and account for the material qualities of these physical substances. There are 2 im-portant, interrelated aspects of this mediational process: the material and the social. The 1st emphasizes the surface features of both physical phenomena and symbolic representations, features that can be perceived and manipulated. The 2nd underscores

Complex systems in education: Scientific and educational importance and implications for the learning sciences

by Michael J. Jacobson, Uri Wilensky - The Journal of the Learning Sciences , 2006
"... The multidisciplinary study of complex systems in the physical and social sciences over the past quarter of a century has led to the articulation of important new conceptual perspectives and methodologies that are of value both to researchers in these fields as well as to professionals, policymakers ..."
Abstract - Cited by 68 (9 self) - Add to MetaCart
The multidisciplinary study of complex systems in the physical and social sciences over the past quarter of a century has led to the articulation of important new conceptual perspectives and methodologies that are of value both to researchers in these fields as well as to professionals, policymakers, and citizens who must deal with challenging social and global problems in the 21st century. The main goals of this article are to (a) argue for the importance of learning these ideas at the precollege and college levels; (b) discuss the significant challenges inherent in learning complex systems knowledge from the standpoint of learning sciences theory and research; (c) discuss the “learnability issue ” of complex systems conceptual perspectives and review a body of literature that has been exploring how learning sciences pedagogical approaches can lead to student learning of important dimensions of complex systems knowledge; (d) argue that the cognitive and sociocultural factors related to learning complex systems knowledge are relevant and challenging areas for learning sciences research; and (e) consider ways that concepts and methodologies from the study of complex systems raise important issues of theoretical and methodological centrality in the field of the learning sciences itself. Correspondence should be addressed to Michael J. Jacobson, National Institute of Education,
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...tions may occur between peers or between peers and experts that involve real-time face-to-face or distributed synchronous or asynchronous computer-mediated communications (Koschmann, 1996; Pea, 1994; =-=Scardamalia & Bereiter, 1994-=-). The design of environments for learning about complex systems needs to take advantage of lessons learned from the extensive research on pedagogies that foster collaboration, discussion, and reflect...

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