Encouraging innovativeness through Computer-Assisted Collaborative Learning

2012 ◽  
Vol 7 (3) ◽  
pp. 22-30
Author(s):  
Gisli Thorsteinsson ◽  
Thomas Page
2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Abdul Rahim Hj Salam ◽  
Faizal Yamimi Mustaffa ◽  
Tina Abdullah ◽  
Md. Sah Hj Salam

This paper shares the researcher’s experience in employing the technology supported face-to-face collaborative learning. In achieving this, a digital interactive audio capturing tool (DIACT) was used to digitally capture the interactive event of collaborative learning among English as second language (ESL) teacher trainees in a “Computer Integrated Classroom” (CiC) environment. Having merely online learning of computer support which ignores the elements of face-to-face (F2F), the impact of “collaboration” seems seriously lacking. With the emergence of DIACT in a CiC environment, the researcher attempts to see how those co-located ESL teacher trainees manage to effectively communicate face-to-face and collaborate among themselves to build knowledge. The interaction was captured and transferred to computer assisted qualitative data analysis software (CAQDAS) to be analyzed for evidence of impactful knowledge building. Findings indicated that the use of DIACT in a F2F CiC environment has significantly helped students in collaborative knowledge building.


1999 ◽  
Vol 21 (3) ◽  
pp. 502-503
Author(s):  
Carol A. Chapelle

The papers in Language learning through social computing introduce the classroom practices and philosophical underpinnings of computer-assisted language learning (CALL), which builds on collaborative approaches to L2 teaching and learning. The majority of the essays address general issues in collaborative learning through CALL, describing the authors' experience and reflections on L2 activities designed to engage learners in interesting discussions and projects, many of which rely on target language materials from the Internet.


2019 ◽  
Vol 11 (3) ◽  
pp. 198-204
Author(s):  
Yousif Alshumaimeri ◽  
Amani Gashan ◽  
Ebrahim Bamanger

In the Arab world, there is a lack of research investigating the use of virtual games to support learning English as a foreign language (EFL). The aim of this study was to examine EFL learners' attitudes towards the integration of the Second Life virtual game as a collaborative instructional tool. A descriptive inquiry method was followed, and data gathered using a questionnaire that had been tested for validity and reliability. Forty-one undergraduates, enrolled in two computer-assisted language learning classes, at a school of education represent the study sample. Findings indicated that the majority were in favor of using virtual worlds as collaborative learning contexts. Recommendations include that: 1) EFL teachers be trained to utilize virtual games; 2) EFL learners be encouraged to utilize virtual portals as collaborative learning opportunities to engage with target foreign language speakers around the world, and 3) EFL instructors create learning tasks requiring learners to interact with other language speakers in virtual games to ensure rich language exposition. Moreover, it is recommended that further studies consider a qualitative design that makes use of in-depth observations and interviews to explore learners’ attitudes about the integration of this technology in an EFL context.


2013 ◽  
Vol 3 (4) ◽  
pp. 44-67 ◽  
Author(s):  
Cheng-Mei Hsu

The purpose of this study is to construct a web-based Computer Support for Collaborative Design (CSCD) learning platform based on theories related to a constructivist learning environment model, mind mapping and computer-supported collaborative learning. The platform conforms to the needs of design students and provides effective tools for interaction and collaborative learning by integrating mind-mapping tools into a learning environment that utilizes CSCD, a computer-assisted support system that can support and enhance group collaboration. The establishment of the CSCD learning platform represents a significant advance beyond the fixed functions and existing models of current online learning platforms and is the only learning platform in the world that focuses on learners in design departments. The platform offers outstanding user-friendly functions and innovative technology. In terms of funding, technical ability, human resources, organizational strategies, and risk analysis and evaluations, the learning platform is also worthy of expansion and implementation.


ReCALL ◽  
1993 ◽  
Vol 5 (8) ◽  
pp. 3-8 ◽  
Author(s):  
Susan Bull

This paper examines research in the field of collaborative learning, concentrating on aspects suitable for use in an intelligent computer assisted language learning (ICALL) system. Current work on the project focuses on the construction of a student model, based on the notion that a model constructed and repaired through collaboration between the system and student will lead to a more accurate representation of the learner's beliefs, and is less likely to be regarded with suspicion by the student. Further, the act of collaboration should promote reflection on both the language to be learnt and the student's approaches to learning.


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