• Title/Summary/Keyword: Computer-supported collaborative learning

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A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

Global Optimization for Energy Efficient Resource Management by Game Based Distributed Learning in Internet of Things

  • Ju, ChunHua;Shao, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3771-3788
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    • 2015
  • This paper studies the distributed energy efficient resource management in the Internet of Things (IoT). Wireless communication networks support the IoT without limitation of distance and location, which significantly impels its development. We study the communication channel and energy management in the wireless communication network supported IoT to improve the ability of connection, communication, share and collaboration, by using the game theory and distributed learning algorithm. First, we formulate an energy efficient neighbor collaborative game model and prove that the proposed game is an exact potential game. Second, we design a distributed energy efficient channel selection learning algorithm to obtain the global optimum in a distributed manner. We prove that the proposed algorithm will asymptotically converge to the global optimum with geometric speed. Finally, we make the simulations to verify the theoretic analysis and the performance of proposed algorithm.

The design of representation tool for constructing shared knowledge in CSCL (컴퓨터기반 협력학습에서 공유지식 형성을 위한 표상도구설계)

  • Shin, Yoonhee;Kim, Dongsik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.73-85
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    • 2016
  • When using computer-supported collaborative learning(CSCL) tool where learners with different perspective are discussing in the same place, it is difficult to catch connection between specific position of learning content and written message by learners, share each other knowledge and opinion. This study investigated the phenomena responsible for causing "Un-shared knowledge" by literature research and designed collaborative representation tool based on described principle. A version of the Mediated annotation tool was developed for each problem identified and was subsequently tested by software evaluation standard and F.G.I. Final mediated tool will contribute to overcome knowledge sharing barriers, facilitate communication among students and describe high quality solution.

Design and Implementation of Collaboration Session-Centric Synchronous Distance Learning System (협업 세션 중심의 동기식 원격교육 시스템의 설계 및 구현)

  • Cho, Sung-Goog;Lee, Jang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.209-219
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    • 2011
  • Most of the computer-based distance learning systems are asynchronous ones that allow students to download from the server the lecture previously given by a lecturer. While these asynchronous systems has the advantage that enable students to view the lecture with no time restriction, the study may not be effective due to the lack of support for real-time interaction between students and lecturers. Based on the student-lecturer-collaboration session model, this paper presents a collaboration session-centric synchronous distance learning system that supports real-time interaction between students and teachers, awareness information during lecture, and feedback from students. Basic feature of the proposed system include audio and video conferencing, text-based chat, and shared slide with annotation support.

The Study on Evaluation of Team Grouping Method using Cooperative Education Program (협동 교육 프로그램을 활용한 팀 구성에 따른 교육효과에 관한 연구)

  • Kim, Hyun-Jin;Kim, Seul-Kee;Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.125-130
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    • 2010
  • Cooperative learning is a successful teaching strategy in which small teams, each with students of different levels of ability, use a variety of learning activities to improve their understanding of a subject. Each member of a team is responsible not only for learning what is taught but also for helping teammates learn, thus creating an atmosphere of achievement. In this study, we have propose an english, math education program to the children of elementary school and cooperative learning program technique was applied to implement the program. By cooperative learning program, learners will be performed at the same time learning cooperatively. Finally, we have implement a prototype of cooperative learning program and take a usability test with elementary school children. A complementary team to score and mixed was found to be most effective.

Design of M-learning Tutoring System Using AFFIRIP model (AEFIRIP 모델을 이용한 M-learning 튜터링 시스템 설계)

  • Lee, Nam-Ju;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.307-312
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    • 2006
  • M-learning (Mobile learning)을 기반으로 한 코스웨어나 모듈 설계 시 학습자의 적극적 참여와 의미 있는 상호작용의 기회 제공과 실제적 환경에서의 교육활동을 지원하는 것에 초점을 맞추어야 한다. 본 연구에서는 M-learning을 기반으로 실제적 상황에서의 학습을 위한 지능적 튜터링 모델인 AEFIRIP (Activation, Externalization, Focusing, Interpretations, Reflection, Information Processing)모델을 활용하여 독서교육 튜터링 시스템을 설계하였다. AEFIRIP 모델은 모바일 학습에 초점을 맞추어 실제적 상황에서 다양한 모바일 장비를 활용할 수 있도록 설계되었으며 CSCL(Computer Supported Collaborative Learning)학습의 일환으로 활용 가능하다. AEFIRIP 모델은 6단계의 구조화된 모바일 튜터링을 통하여 학습 활동을 위한 반자동화된 튜터링을 제공하며, 개별화 학습을 가능케 한다. 본 시스템은 M-learning에서 학습자의 독서 단계에 따라 개별화된 튜터링을 제공하는 것을 목적으로 한다. 이를 위해 자극 에이전트, 도움 에이전트, 요청 튜터링 에이전트, 튜터링 대화 에이전트, 개인 튜터링 에이전트, 튜터링 포인터 에이전트의 6단계의 튜터링 에이전트를 구안하였다. 본 시스템의 활용을 통하여 학습자는 실제적 환경에서 모바일 장비를 통하여 독서 활동과 관련한 튜터링을 제공받으며, 학습자와 교사 간 다양한 상호작용이 가능하다.

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Reconstructing the Meaning of Flipped Learning by Analyzing Learners' Experiences (학습자의 경험 분석을 통한 플립 러닝의 재해석)

  • Lee, Yekyung;Youn, Soonkyoung
    • Journal of Engineering Education Research
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    • v.20 no.1
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    • pp.53-62
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    • 2017
  • This paper explored how university students viewed flipped learning from their own perspectives. Using qualitative research methods, 5 students from a Computer Graphics course at a mid-scale university in Seoul were interviewed for this purpose. Researchers collected data about their learning experiences, emotions, and reflections about flipped learning in general and its components such as online materials, in-class activities, and instructor guidance. Research findings indicated that students were not so much conscious about the unfamiliarity of the class, the increased work load, nor the online lectures. They rather prioritized 'what they could actually learn' from the course, and thus defined flipped learning as a method which enabled students to constantly check and fill in the gaps in their learning through team-based activities and prompt feedback from the professor. A combination of students' positive attitude and active participation in team-based activities, the overall atmosphere of the department which supported interactivity and collaboration, the professor's emphasis on learning-by-doing and student-centered learning appeared to form their notions of flipped learning. The use of technology did not appear to heavily impact students' conceptions of flipped learning. Researchers suggest that pedagogical beliefs of the professor, culture surrounding the learner, and the good match between the course content and instructional strategies are central for designing a successful flipped learning class.

The Analysis of Group Inquiry Process by Inquiry Process Supporting Methods in Computer Supported Intentional Learning Environments (컴퓨터 지원 의도적 학습환경에서 탐구과정 지원방식에 따른 집단의 탐구과정 분석)

  • Kim, Jee-Il
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.47-65
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    • 2006
  • For the purpose of analysis, the supporting methods for inquiry process is divided into 3 types; when CSILE supports low-level of basic inquiry process, when CSILE supports high-level of integrated inquiry process and when CSILE supports both low-level and high-level of inquiry process. Strauss and Corbin's(1998) grounded theory was used to analyze inquiry process of learning groups. 48 elementary school students in 6th grade participated in this study. Those participants were assigned into 3 groups and each group consisted of 16 students. Then, participants studied a retarded unit in science subject cooperatively for 4 weeks using CSILE program. Through this extensive experiment, 3 types of inquiry model was revealed.

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An Implementation of SDG Program for English, Mathematics Cooperative Study (SDG기반의 영어, 수학 협동학습 프로그램의 구현)

  • Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.139-144
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    • 2010
  • In this study, we have propose an english, math education program to the children of elementary school and Single Display Groupware (SDG) technique was applied to implement the program. By SDG-based program, learners will be performed at the same time learning cooperatively. Finally, we have implement a prototype of SDG system and take a usability test with elementary school children.

Design and Implementation of Mobile Class Management Support System Using CSCL Theory (CSCL이론을 이용한 모바일 학급경영지원시스템 설계 및 구현)

  • Kang, Jong-Bum;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.2
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    • pp.131-139
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    • 2008
  • Recently the wireless internet technologies have been widely used in education environments. The purpose of this paper is to design and implement mobile class management support system. The proposed system is based on the existing CSCL theory and modified in accordance with mobile environments. The proposed system has the following characteristics. First, various types of cooperation are possible in this system. In this system, students can participate actively through tools such as BBS. Second, wired and wireless web sites are linked systematically so that users can access via either site. Two sites are complementary each other. Third, parents are encouraged to participate in class activities. Some basic information such as curriculum and daily announcement is open for parents. The proposed system has been applied to elementary school students. Extensive survey shows that the proposed system has good effect on participation, interaction, and satisfaction in class management, respectively.

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