53 resultados para Computer-Supported Cooperative Work


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Treball de fi de carrera d'enginyeria tècnica en informàtica de sistemes. El treball s'estructura en introducció, anàlisi, implementació, manual d'instal·lació, joc de proves... del treball. Aquest Treball Final de Carrera s'inclou dins de l'àrea de Xarxes deComputadors. Consisteix en la realització d'una aplicació gràfica en entornGNU que faci un anàlisi del tràfic d'una xarxa informàtica; això es coneix ambel nom de Sniffer.

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A partir de la creació i aplicació didàctica d'una WebQuest en un curs de 4t de Primària s'analitza com i de uina manera pot influir positivament en el rendiment personal i acadèmic del grup d'alumnes, grup que presenta unes característiques acusades de dificultats d'atenció generalitzada, forts desnivells de coneixements, i en el qual es troben alumnes amb necessitats educatives especials (n.e.e.). Les webquest poden ser un bon recurs didàctic per a motivar el treball cooperatiu i la interacció entre alumnes, professors i les tecnologies de la informació i la comunicació.

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Aquest projecte s'insereix en l'àmbit de les TIC. La participació en aquest entorn virtual cooperatiu s'ofereix com a complement a les reunions presencials de formació per a donar continuïtat al treball elaborat. La intervenció psicopedagògica es centra en dos objectius: a) dinamitzar l'entorn virtual per a afavorir el treball cooperatiu entre docents en xarxa oferint-los els medis per a participar-hi; b) dissenyar un entorn de participació que faciliti l'intercanvi i la cooperació entre docents i que, alhora, ajudi els professors a assumir una actitud positiva davant les TIC.

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Les comunitats virtuals d'usuaris (o CVU) han esdevingut una plataforma òptima per al treball cooperatiu i la investigació col·laborativa. El present treball descriu el desenvolupament de les CVUs acadèmiques i científiques espanyoles de RedIris a partir de la seva oferta d'eines i serveis d'informació. Els resultats mostren una gran dependència de les llistes de distribució i, en general, una infrautilització de les CVUs i dels seus serveis.

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Distance and blended collaborative learning settings are usually characterized by different social structures defined in terms of groups' number, dimension, and composition; these structures are variable and can change within the same activity. This variability poses additional complexity to instructional designers, when they are trying to develop successful experiences from existing designs. This complexity is greatly associated with the fact that learning designs do not render explicit how social structures influenced the decisions of the original designer, and thus whether the social structures of the new setting could preclude the effectiveness of the reused design. This article proposes the usage of new representations (social structure representations, SSRs) able to support unskilled designers in reusing existing learning designs, through the explicit characterization of the social structures and constraints embedded either by the original designers or the reusing teachers, according to well-known principles of good collaborative learning practice. The article also describes an evaluation process that involved university professors, as well as the main findings derived from it. This process supported the initial assumptions about the effectiveness of SSRs, with significant evidence from both qualitative and qualitative data.

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Collage is a pattern-based visual design authoring tool for the creation of collaborative learning scripts computationally modelled with IMS Learning Design (LD). The pattern-based visual approach aims to provide teachers with design ideas that are based on broadly accepted practices. Besides, it seeks hiding the LD notation so that teachers can easily create their own designs. The use of visual representations supports both the understanding of the design ideas and the usability of the authoring tool. This paper presents a multicase study comprising three different cases that evaluate the approach from different perspectives. The first case includes workshops where teachers use Collage. A second case implies the design of a scenario proposed by a third-party using related approaches. The third case analyzes a situation where students follow a design created with Collage. The cross-case analysis provides a global understanding of the possibilities and limitations of the pattern-based visual design approach.

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This paper describes a Computer-Supported Collaborative Learning (CSCL) case study in engineering education carried out within the context of a network management course. The case study shows that the use of two computing tools developed by the authors and based on Free- and Open-Source Software (FOSS) provide significant educational benefits over traditional engineering pedagogical approaches in terms of both concepts and engineering competencies acquisition. First, the Collage authoring tool guides and supports the course teacher in the process of authoring computer-interpretable representations (using the IMS Learning Design standard notation) of effective collaborative pedagogical designs. Besides, the Gridcole system supports the enactment of that design by guiding the students throughout the prescribed sequence of learning activities. The paper introduces the goals and context of the case study, elaborates onhow Collage and Gridcole were employed, describes the applied evaluation methodology, anddiscusses the most significant findings derived from the case study.

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Designs of CSCL (Computer Supported Collaborative Learning)activities should be flexible, effective and customizable toparticular learning situations. On the other hand, structureddesigns aim to create favourable conditions for learning. Thus,this paper proposes the collection of representative and broadlyaccepted (best practices) structuring techniques in collaborative learning. With the aim of establishing a conceptual common ground among collaborative learning practitioners and softwaredevelopers, and reusing the expertise that best practicesrepresent, the paper also proposes the formulation of these techniques as patterns: the so-called CLFPs (CollaborativeLearning Flow Patterns). To formalize these patterns, we havechosen the educational modelling language IMS Learning Design (IMS-LD). IMS-LD has the capability to specify many of the collaborative characteristics of the CLFPs. Nevertheless, the language bears limited capability for describing the services that mediate interactions within a learning activity and the specification of temporal or rotated roles. This analysis isdiscussed in the paper, as well as our approaches towards thedevelopment of a system capable of integrating tools using IMSLDscripts and a CLFP-based Learning Design authoring tool.

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Collaborative activities, in which students actively interact with each other, have proved to provide significant learning benefits. In Computer-Supported Collaborative Learning (CSCL), these collaborative activities are assisted by technologies. However, the use of computers does not guarantee collaboration, as free collaboration does not necessary lead to fruitful learning. Therefore, practitioners need to design CSCL scripts that structure the collaborative settings so that they promote learning. However, not all teachers have the technical and pedagogical background needed to design such scripts. With the aim of assisting teachers in designing effective CSCL scripts, we propose a model to support the selection of reusable good practices (formulated as patterns) so that they can be used as a starting point for their own designs. This model is based on a pattern ontology that computationally represents the knowledge captured on a pattern language for the design of CSCL scripts. A preliminary evaluation of the proposed approach is provided with two examples based on a set of meaningful interrelated patters computationally represented with the pattern ontology, and a paper prototyping experience carried out with two teaches. The results offer interesting insights towards the implementation of the pattern ontology in software tools.

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El treball cooperatiu és una bona eina per a la inclusió a l’aula. La investigació parteix de l’educació inclusiva per afirmar que l’estructura de l’activitat de forma cooperativa afavoreix les relacions entre iguals i millora la participació de tot l’alumnat, tot fomentant la oportunitat d’igualtats. L’estudi té com a objectiu valorar la incorporació del treball cooperatiu en una aula amb infants de cinc anys, en un context rural per així, observar i analitzar els efectes que es produeixen amb aquest. Les dades de la investigació s’han recollir a partir d’una graella d’observació i un diari de camp que han permès afirmar que les tècniques cooperatives milloren la participació equitativa i la interacció simultània i esdevé una eina inclusiva a l’aula.

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Actualment s’està donant molt pes al fet d’incloure dins l’aula a tot aquell alumnat amb necessitats educatives especials per tal de fomentar la inclusió. Aquest fet i com a persona que visc el dia a dia amb persones amb diversitat funcional ha fet que hem plantegi molts dubtes i reptes sobre la inclusió. Així doncs, vaig pensar que seria interessant observar, descriure i analitzar com viu un infant amb diversitat funcional la seva escolarització dins una aula ordinària i dins una aula d’educació especial. La principal participant de la investigació ha estat la Laia, una nena de 10 anys la qual realitza escolarització compartida. La seva família i les tutores dels dos centres han col·laborat en la investigació aportant informació. El mètode utilitzat per a la investigació ha estat una recerca qualitativa a partir de l’anàlisi d’un estudi de cas utilitzant les entrevistes amb la família i els tutors de la Laia, l’observació de Laia dins l’horari escolar i les notes de camp com a instruments de recollida de dades. Com a conclusions pensem que la inclusió d’aquells infants amb diversitat funcional dins l’aula ordinària és molt important ja que els ajuda a viure en un àmbit amb total normalitat i fomenta el respecte de la gent que els envolta. Cal fomentar les situacions d’inclusió amb l’ús d’estratègies com poden ser el treball cooperatiu o establint bones relacions amb la gent que els envolta.

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The orchestration of collaborative learning processes in face-to-facephysical settings, such as classrooms, requires teachers to coordinate students indicating them who belong to each group, which collaboration areas areassigned to each group, and how they should distribute the resources or roles within the group. In this paper we present an Orchestration Signal system,composed of wearable Personal Signal devices and an Orchestration Signal manager. Teachers can configure color signals in the manager so that they are transmitted to the wearable devices to indicate different orchestration aspects.In particular, the paper describes how the system has been used to carry out a Jigsaw collaborative learning flow in a classroom where students received signals indicating which documents they should read, in which group they were and in which area of the classroom they were expected to collaborate. The evaluation results show that the proposed system facilitates a dynamic, visual and flexible orchestration.

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This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners tocommunicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multitouch surface acted as communication channels, attracted students’ interest, facilitated engagement, and promoted inter- and intra-group collaboration—favoring intra-group collaboration. Our findings suggest that augmentingvideoconferencing systems with a shared multitouch space offers newpossibilities and scenarios for remote collaborative environments and collaborative learning.