We investigate a computer supported approach in which pairs co-con-struct a qualitative representation of the dynamics of the industrial revolution in a shared workspace. A key feature of this approach concerns the use of a meta-vocabulary for representing cause-and-effect relationships that facilitates the use of a predefined norm-representation to automatically steer the collaborative learning process. In particular, it provides focus on the set of ingredients that the learners should use. Additionally, the workspace offers each learner pair information about progress and content-related support. An evaluation study was executed in a real classroom. A workbook provided information for constructing the representation and gave advise on how to approach this task together. How-ever, most pairs took an alternative approach and divided their actions in the shared workspace in an unbalanced way. Three types of task division occurred that showed differences in the number of errors and the number of requests for support. From this result, we formulate future directions for the development of a pedagogical approach that stimulates collaborative learning with qualitative representations and the support offered by the software.
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There is a wealth of research on computer-supported cooperative work (CSCW) that is neglected in computer-supported collaborative learning (CSCL) research. CSCW research is concerned with contextual factors, however, that may strongly influence collaborative learning processes as well, such as task characteristics, team formation, team members’ abilities and characteristics, and role assignment within a team. Building on a critical analysis of the degree to which research on CSCW translates to CSCL, this article discusses the mediating variables of teamwork processes and the dynamics of learning-teams. Based on work-team effectiveness models, it presents a framework with key variables mediating learning-team effectiveness in either face-to-face or online settings within the perspective of learning-team development.
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This case study illustrates the sequential process of the joint and individual knowledge elaboration in a computer-supported collaborative learning (CSCL) environment. The case comprised an Internet-based physics problem-solving platform. Six Dutch secondary school students (three males, three females) participated in the three-week experiment. They were paired based on self-selection. Each dyad was asked to collaborate on eight moderately structured problems concerning Newtonian mechanics. Their online interactions, including their textual and pictorial messages, were categorized and sequentially plotted. The three dyads showed three different collaboration patterns in terms of joint and individual knowledge elaboration.
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The aim of the study is to investigate the influence of gender and gender pairing on students’ learning performances and knowledge elaboration processes in Computer-Supported Collaborative Learning (CSCL). A sample of ninety-six secondary school students, participated in a two-week experiment.Students were randomly paired and asked to solve several moderately structured problems concerning Newtonian mechanics. Students’ pretest and posttest performances were analyzed to see whether students’ gender and the gender pairing (mixed or single-gender) were significant factors in their problem solving learning in CSCL. Students’ online interactions were also analyzed to unravel the dynamic process of individual knowledge elaboration. The multilevel analyses revealed that a divergent pattern of knowledge elaboration was a significant predictor for students’ learning achievement, and in mixed-gender dyads students’ knowledge elaboration processes were more inclined to diverge from each other. Moreover, females in single-gender dyads significantly outperformed females in mixed-gender dyads. But this was not the case for male students.
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Pierre Dillenbourg has proved by many articles and speeches to be a hands-on expert on the subject of collaborative learning. He started in 1976 as an Elementary school teacher; he graduated in 1996 in educational and psychological sciences and became PhD in artificial intelligence. At the moment Pierre Dillenbourg is working at the Ecole Polytechnique Fédérale de Lausanne (EPFL) of the Swiss Federal Institute of Technology, partly as a member of the board of directors. I happened to meet him for an interview at the Surf Education Days which were held on the 15th and 16th November in 2005.
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This review of meta-analyses of outcome studies of adults receiving Computer-Based Health Education (CBHE) has two goals. The first is to provide an overview of the efficacy of CBHE interventions, and the second is to identify moderators of these effects. A systematic literature search resulted in 15 meta-analyses of 278 controlled outcome studies. The meta-analyses were analysed with regard to reported (overall) effect sizes, heterogeneity and interaction effects. The results indicate a positive relationship between CBHE interventions and improvements in health-related outcomes, with small overall effect sizes compared to non-computer-based interventions. The sustainability of the effects was observed for up to six months. Outcome moderators (31 variables) were studied in 12 meta-analyses and were clustered into three categories: intervention features (20 variables), participant characteristics (five variables) and study features (six variables). No relationship with effectiveness was found for four intervention features, theoretical background, use of internet and e-mail, intervention setting and self-monitoring; two participant features, age and gender; and one study feature, the type of analysis. Regarding the other 24 identified features, no consistent results were observed across meta-analyses. To enhance the effectiveness of CBHE interventions, moderators of effects should be studied as single constructs in high-quality study designs. http://www.journalofinterdisciplinarysciences.com/ https://www.linkedin.com/in/leontienvreeburg/
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Computer security incident response teams (CSIRTs) respond to a computer security incident when the need arises. Failure of these teams can have far-reaching effects for the economy and national security. CSIRTs often have to work on an ad hoc basis, in close cooperation with other teams, and in time constrained environments. It could be argued that under these working conditions CSIRTs would be likely to encounter problems. A needs assessment was done to see to which extent this argument holds true. We constructed an incident response needs model to assist in identifying areas that require improvement. We envisioned a model consisting of four assessment categories: Organization, Team, Individual and Instrumental. Central to this is the idea that both problems and needs can have an organizational, team, individual, or technical origin or a combination of these levels. To gather data we conducted a literature review. This resulted in a comprehensive list of challenges and needs that could hinder or improve, respectively, the performance of CSIRTs. Then, semi-structured in depth interviews were held with team coordinators and team members of five public and private sector Dutch CSIRTs to ground these findings in practice and to identify gaps between current and desired incident handling practices. This paper presents the findings of our needs assessment and ends with a discussion of potential solutions to problems with performance in incident response. https://doi.org/10.3389/fpsyg.2017.02179 LinkedIn: https://www.linkedin.com/in/rickvanderkleij1/
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This paper presents the results of an evaluation of a technology-supported leisure game for people with dementia in relation to the stimulation of social behavior.
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Abstract van Poster presentatie. Our student-interpreters feel ill prepared for assignments that involve sign supported speech (Anonymous, 2015). This is probably due to the fact that there is no single way of communicating in sign supported speech (Sutton-Spence & Woll, 1999). Our study investigates if and how we could prepare our students within a fouryear bachelor curriculum.
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In a multi-sensory environment, supported with embedded computer technology, the system can capture and interpret what the users are doing and assist or collaborate with the users in real-time. Such an environment should be aware of users intentions, tasks and feelings, and allow people to interact with the environment in a natural way: by moving, pointing and gesturing. In this paper we propose an architecture for such a smart environment consisting of three modules.
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