Computer-supported collaborative learning: Difference between revisions

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Collaboration theory proposes that technology in support of CSCL should provide new types of media that foster the building of collaborative knowing; facilitate the comparison of knowledge built by different types and sizes of groups; and help collaborative groups with the act of negotiating the knowledge they are building. Further, these technologies and designs should strive to remove the teacher as the bottleneck in the communication process. In other words, the teacher should not have to act as the conduit for communication between students or as the avenue by which information is dispensed. Finally, collaboration theory-influenced technologies will strive to increase the quantity and quality of learning moments via computer-simulated situations.<ref name="collab" />
 
Stahl extended his proposals about collaboration theory during the next decade with his research on [[group cognition]] [http://GerryStahl.net/elibrary]. In his book on "Group Cognition",<ref name="GC">Stahl, G. (2006). Group Cognition: Computer support for building collaborative knowledge. Cambridge:MA. MIT Press.</ref>, he provided a number of case studies of prototypes of collaboration technology, as well as a sample in-depth interaction analysis and several essays on theoretical issues related to re-conceptualizing cognition at the small-group unit of analysis. He then launched the [[Virtual Math Teams]] project at the Math Forum, which conducted more than 10 years of studies of students exploring mathematical topics collaboratively online. "Studying VMT"<ref name="SVMT">Stahl, G. (2009). Studying Virtual Math Teams. New York:NY. Springer.</ref> documented many issues of design, analysis and theory related to this project. The VMT later focused on supporting dynamic geometry by integrating a multi-user version of GeoGebra. All aspects of this phase of the VMT project were described in "Translating Euclid."<ref name="TE">Stahl, G. (2013). Translating Euclid: Creating a Human-Centered Mathematics. Morgan & Claypool Publishers.</ref> Finally, "Constructing Dynamic Triangles Together"<ref name="CT">Stahl, G. (2016). Constructing dynamic triangles together: The development of mathematical group cognition. Cambridge, UK: Cambridge University Press.</ref> provided a detailed analysis of how a group of four girls learned about dynamic geometry by enacting a series of group practices during an eight-session longitudinal case study. The VMT project generated and analyzed data at the small-group unit of analysis, to substantiate and refine the theory of group cognition and to offer a model of design-based CSCL research.
 
==Strategies==
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[[Project-based learning]] is similar to problem-based learning in that it creates impetus to establish team roles and set goals. The need for collaboration is also essential for any project and encourages team members to build experience and knowledge together. Although there are many advantages to using software that has been specifically developed to support collaborative learning or project-based learning in a particular ___domain, any file sharing or communication tools can be used to facilitate CSCL in problem- or project-based environments.<ref>Blumenfeld, P., Soloway, E., Marx, R., Krajcik, J., Guzdial, M., & Palincsar, A. (1991). Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning. Educational Psychologist, 26(3/4), 369.</ref>
 
When [[Web 2.0]] applications (wikies, blogs, RSS feed, collaborative writing, video sharing, social networks, etc.) are used for computer-supported collaborative learning specific strategies should be used for their implementation, especially regarding (1) adoption by teachers and students; (2) usability and quality in use issues; (3) technology maintenance; (4) pedagogy and instructional design; (5) social interaction between students; (6) privacy issues; and (7) information/system security. <ref>Bubas, G., Orehovacki, T., Coric, A. (2011). Strategies for implementation of Web 2.0 tools in academic education [https://www.researchgate.net/publication/307915719_Strategies_for_implementation_of_Web_20_tools_in_academic_education]. 17th European University Information Systems International Congress, EUNIS 2011, Dublin, Ireland.</ref>
 
==Teacher roles==
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=== History ===
[[Dyslexia]] primarily involves difficulties with reading, spelling and sentence structure, transposition, memory, organization and time management, and lack of confidence.<ref name="Woodfine 2006">Woodfine, et. al. (2006). Text-based synchronous e-learning and dyslexia: Not necessarily the perfect match!. Science Direct, 703-717.</ref> Dyslexia has in the past two decades become increasingly present in research and legislation. The United Kingdom passed the [[Disability Discrimination Act 1995]] in which institutions were required to “reasonably adjust” instruction for students with disabilities, particularly physical and sensory disabilities; in 2002, the [[Special Educational Needs and Disability Act 2001|Special Education Needs and Disabilities Act]] adjusted the legislation to include learning disabilities.
The [[Americans with Disabilities Act of 1990]] (ADA) established that all students with disabilities must be included in all state and districtwide assessments of student progress. The ADA also guarantees equal accommodation for the disabled in, “employment, public accommodations, state and local government services, transportation, and telecommunications.”<ref> name="Woodfine, et. al. (2006). Text-based synchronous e-learning and dyslexia: Not necessarily the perfect match!. Science Direct, 703-717.<"/ref>
In recent years, tools such as WebHelpDyslexia and other capabilities of web applications have increased the availability of tools to provide coping skills for students with dyslexia.<ref>Avelar, L. O., Rezende, G. C., & Friere, A. P. (2015). WebHelpDyslexia: a browser extension to adapt web content for people with dyslexia. Procedia Computer Science, 67, 150-159.</ref>
 
=== Research on Dyslexia in E-Learning Environments ===
In 2006, Woodfine argued that dyslexia can impact the ability of a student to participate in synchronous e-learning environments, especially if activities being completed are text-based. During experimental qualitative research, Woodfine found that data suggested “learners with dyslexia might suffer from embarrassment, shame and even guilt about their ability to interact with other learners when in a synchronous environment.”<ref> name="Woodfine, et. al. (2006). Text-based synchronous e-learning and dyslexia: Not necessarily the perfect match!. Science Direct, 703-717.<"/ref>
In a study by Fichten et al., it was found that assistive technology can be beneficial in aiding students with the progression of their reading and writing skills. Tools such as spell check or text-to-speech can be helpful to learners with dyslexia by allowing them to focus more on self-expression and less on errors.<ref name="Alsobhi, A. 2015">Alsobhi, A., Khan, N., & Rahanu, H. (2015). Personalised learning materials based on dyslexia types: ontological approach.Procedia Computer Science, 60, 113-121.</ref>
 
=== Design implications ===
 
Alsobhi, et. al., examined assistive technologies for dyslexic students and concluded that the most fundamental considerations to be had when serving students of this population are: “the learning styles that people with dyslexia exhibit, and how [[assistive technology]] can be adapted to align with these learning behaviors.”<ref> name="Alsobhi, A., Khan, N., & Rahanu, H. (2015). Personalised learning materials based on dyslexia types: ontological approach.Procedia Computer Science, 60, 113-121.<"/ref>
The [http://www.sciencedirect.com/science/article/pii/S1877050915012673 Dyslexia Adaptive E-Learning] (DAEL) is a suggested a framework that proposes four dimensions that cover 26 attributes. The proposed framework asks educators to make decisions based on perceived ease of use, perceived usefulness, and system adaptability:
*perceived ease of use: This refers to the degree to which a student believes that using the technology is free of effort.<ref name="ReferenceA">Alsobhi, A., Khan, N., & Rahanu, H. (2015). DAEL framework: a new adaptive e-learnng framework for students with dyslexia. Procedia Computer Science, 51, 1947-1956.</ref> One technique to increase the perceived ease of use includes utilizing technology in which self-descriptiveness is present. This, coupled with clarity and logical flow of functions, makes the learning process easier and the interaction between the user and machine more convenient.<ref>Alsobhi, A., Khan, N., & Rahanu, H. (2015). DAEL framework: a new adaptive e-learnng framework for students with dyslexia. Procedia Computer Science, 51, 1947-1956.<name="ReferenceA"/ref>
*perceived usefulness: Defined as how a student’s performance, or learning performance, can be enhanced by a system. Studies show the impact of perceived ease of use and perceived usefulness and their role in a users’ decision on whether to use a system again. Scaffolding as well as accommodations to the student’s learning style will help overcome limitations of system operations, as will feedback geared toward system improvements.<ref>Alsobhi, A., Khan, N., & Rahanu, H. (2015). DAEL framework: a new adaptive e-learnng framework for students with dyslexia. Procedia Computer Science, 51, 1947-1956.<name="ReferenceA"/ref>
*system adaptability: Refers to the user experiences and the way in which students are given control over a system to increase confidence and comfort in their learning. In addition to implications for the system, the flow of content shouldb be logical and the tone (attitude) of content should be encouraging.<ref>Alsobhi, A., Khan, N., & Rahanu, H. (2015). DAEL framework: a new adaptive e-learnng framework for students with dyslexia. Procedia Computer Science, 51, 1947-1956.<name="ReferenceA"/ref>
 
=== 508 Compliance & the implications for Educators ===
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== Web 3.0 and Computer-Supported Collaborative Learning (CSCL) ==
The [[World Wide Web]] began as information sharing on [[Static web page|static webpages]] accessible on a computer through the use of a [[web browser]]. As more interactive capabilities were added, it evolved into [[Web 2.0]], which allowed for [[user-generated content]] and participation (e.g. [[Social networking service|social networking]]). This opened up many new possibilities for computer-supported collaborative learning (CSCL) using the Internet. The internet is now entering a new phase, [[Web 3.0]] or the [[Semantic Web]], which is characterized by the greater [[interconnectivity]] of [[machine-readable data|machine-readable]] data from many different sources. New intelligent technology applications will be able to manage, organize and create meaning from this data ,<ref name=":0">{{Cite journal|last=|first=|date=2013-02-08|title=Web 3.0 technology: It's the business!|url=http://www.emeraldinsight.com/doi/10.1108/02580541311304571|journal=Strategic Direction|volume=29|issue=3|pages=8–10|doi=10.1108/02580541311304571|issn=0258-0543|via=}}</ref>, which will have a significant impact on CSCL.
 
The interconnectivity of machine-readable data with semantic tags means that searches will be greatly enhanced. Search results will be more relevant, recommendations of resources will be made based on search terms and results will include [[multimedia]] content.<ref name=":0" /><ref>{{Cite journal|last=Allison|first=Mark|last2=Kendrick|first2=Lynn Marie|date=2015-12-01|title=Toward Education 3.0: Pedagogical Affordances and Implications of Social Software and the Semantic Web|url=http://onlinelibrary.wiley.com/doi/10.1002/tl.20167/abstract|journal=New Directions for Teaching and Learning|language=en|volume=2015|issue=144|pages=109–119|doi=10.1002/tl.20167|issn=1536-0768}}</ref><ref name=":2">{{Cite journal|last=Morris|first=Robin D.|date=2011-01-01|title=Web 3.0: Implications for Online Learning|url=https://link.springer.com/article/10.1007/s11528-011-0469-9|journal=TechTrends|language=en|volume=55|issue=1|pages=42–46|doi=10.1007/s11528-011-0469-9|issn=8756-3894}}</ref><ref>{{Cite journal|last=Halimi|first=Khaled|last2=Seridi-Bouchelaghem|first2=Hassina|date=2015-01-01|title=Semantic web based learning styles identification for social learning environments personalization|url=http://www.medra.org/servlet/aliasResolver?alias=iospress&doi=10.3233/WEB-150307|journal=Web Intelligence|language=en|volume=13|issue=1|pages=3–29|doi=10.3233/web-150307|issn=2405-6456}}</ref>
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New Web 3.0 capabilities for learners include enhanced tools for managing learning, allowing them to [[Self-regulated learning|self-regulate]] and [[Co-regulation|co-regulate]] learning without the assistance of an instructor.<ref name=":2" /> Through the use of Web 3.0, groups and communities can be formed according to specific criteria without human input. These communities and groups can provide support to new learners and give experts an opportunity to share their knowledge.<ref name=":2" />
 
Teachers can benefit from these same capabilities to manage their teaching.<ref name=":5">{{Cite journal|last=Jafari|first=Ali|date=2002|title=Conceptualizing Intelligent Agents for Learning and Teaching|url=https://www.educause.edu/ir/library/pdf/eqm0235.pdf|journal=Educause Quarterly|volume=25 (3)|pages=28-3428–34|via=}}</ref> In addition, the software for Web 3.0 collaboration will include using data from group communications, which then generates how much each individual has collaborated based on how often they communicate and how long their messages are.<ref name=":1">{{Cite journal|last=Jeong|first=Heisawn|last2=Hmelo-Silver|first2=Cindy E.|date=2016-04-02|title=Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help?|url=https://dx.doi.org/10.1080/00461520.2016.1158654|journal=Educational Psychologist|volume=51|issue=2|pages=247–265|doi=10.1080/00461520.2016.1158654|issn=0046-1520}}</ref>
 
=== Examples of new Web 3.0 tools to enhance CSCL ===
 
==== Virtual Assistants and  Intelligent Agents  ====
Making data machine-readable is leading to the development of [[Virtual assistant (artificial intelligence)|virtual assistants]] and [[Intelligentintelligent agent|intelligent agents]]s. These are tools which can access data on a user's behalf and will be able to assist learners and collaborators in several ways. They can provide personalized and customized search results by accessing data on a variety of platforms, recommend resources based on user information and preferences, manage administrative tasks, communicate with other agents and databases, and help organize information and interactions with collaborators.<ref name=":5" /><ref>{{Cite journal|last=Riaan Rudman|last2=Rikus Bruwer|date=2016-01-20|title=Defining Web 3.0: opportunities and challenges|url=http://www.emeraldinsight.com/doi/10.1108/EL-08-2014-0140|journal=The Electronic Library|volume=34|issue=1|pages=132–154|doi=10.1108/el-08-2014-0140|issn=0264-0473}}</ref>
 
==== Virtual Learning Communities  ====
Virtual learning communities are [[Cyberspace|cyberspacescyberspace]]s that allow for individual and [[collaborative learning]] to take place. While they exist today, with Web 3.0 they will gain enhanced features enabling more collaborative learning to take place. Some describe them as evolving out of existing [[Learninglearning management system|learning management systems]]s (LMSs), adding intelligent agents and virtual assistants that can enhance content searches and deal with administrative and communication tasks,<ref name=":5" />, or enabling different LMSs around the world to communicate with each other, creating an even larger community to share resources and locate potential collaborators.<ref>{{Cite journal|last=Ribón|first=Julio César Rodríguez|last2=Villalba|first2=Luis Javier García|last3=Kim|first3=Tai-hoon|date=2015-10-01|title=Virtual learning communities: unsolved troubles|url=https://link.springer.com/article/10.1007/s11042-013-1543-4|journal=Multimedia Tools and Applications|language=en|volume=74|issue=19|pages=8505–8519|doi=10.1007/s11042-013-1543-4|issn=1380-7501}}</ref> Virtual learning communities will also enable different types of peer-to-peer interaction and resource sharing to support co-construction of knowledge.<ref>{{Cite journal|last=Yang|first=Stephen J.H.|date=2006|title=Context Aware Ubiquitous Learning Environments for Peer-to-Peer Collaborative Learning|url=https://www.jstor.org/stable/jeductechsoci.9.1.188|journal=Journal of Educational Technology & Society|volume=9|issue=1|pages=188–201|doi=10.2307/jeductechsoci.9.1.188}}</ref>  These communities may also include some aspects of 3D gaming and VR. 
 
==== Non-immersive and Immersive 3D Virtual Environments ====
Through the use of [[3D game graphics|3D gaming]], users can simulate lives of others while providing their knowledge throughout the 3D environment as an [[avatar]]. These 3D environments also foster [[simulation]] and scenario building<ref name=":2" /> for places where users would otherwise not have access. The 3D environments facilitate online knowledge building communities.<ref name=":3">{{Cite journal|title=Web 3.0 in education {{!}} Editură acreditată CNCSIS, Editura Universitară|url=http://www.editurauniversitara.ro/carte/education/web_30_in_education/10419|doi=10.5682/2066-026x-12-073}}</ref> Non-immersive environments are environments in which not all five senses are used but still allows users to interact in virtual worlds.<ref name=":4">{{Cite journal|last=Jackson|first=Randolph L.|last2=Fagan|first2=Eileen|date=2000|title=Collaboration and Learning Within Immersive Virtual Reality|url=http://doi.acm.org/10.1145/351006.351018|journal=Proceedings of the Third International Conference on Collaborative Virtual Environments|series=CVE '00|___location=New York, NY, USA|publisher=ACM|pages=83–92|doi=10.1145/351006.351018|isbn=1581133030}}</ref> [[Virtual reality headset|Virtual Reality (VR) headsets]]  are sometimes  used to give users a full immersion experience, into these 3D virtual worlds. This allows  users to interact with each other in real time and simulate different learning situations with other users. These learning experiences and environments vary between fields and learning goals.<ref name=":3" /> Certain virtual reality headsets allow users to communicate with each other while being in different physical locations.<ref name=":4" />
 
==See also==