On Using Wiki as a Tool for Collaborative Online Blended Learning

Author(s):  
Steve Wheeler

This chapter explores the use of the wiki and its role as a cognitive tool to promote interaction and collaborative learning in higher education. The importance of the software to enable student created content, storage, and sharing of knowledge is reviewed. This chapter provides an evaluation of some of the affordances and constraints of wikis to promote critical thinking within a blended learning context. It assesses their potential to facilitate collaborative learning through community focused enquiry for geographically separated students and nomadic learners. One particular focus of the chapter is the development of new digital literacies and how students present their written work in wikis. The chapter also examines group dynamics within collaborative learning environments drawing on the data from a study conducted at the University of Plymouth in 2007, using wikis in teacher education. Finally, the chapter highlights some recent key contributions to the developing discourse on social software in what has been termed ‘the architecture of participation.’

2010 ◽  
pp. 746-757
Author(s):  
Steve Wheeler

This chapter explores the use of the wiki and its role as a cognitive tool to promote interaction and collaborativelearning in higher education. The importance of the software to enable student created content, storage, and sharing of knowledge is reviewed. This chapter provides an evaluation of some of the affordances and constraints ofwikis to promote critical thinking within a blended learningcontext. It assesses their potential to facilitatecollaborative learning through community focused enquiryfor geographically separated students and nomadic learners. One particular focus of the chapter is the development of new digital literacies and how students present their written work in wikis. The chapter also examines group dynamics within collaborative learningenvironments drawing on the data from a study conducted at the University of Plymouth in 2007, using wikis in teacher education. Finally, the chapter highlights some recent key contributions to the developing discourse on social software in what has been termed ‘the architecture of participation.’


Author(s):  
Yaqun Zhang ◽  
Fayruza Rebrina ◽  
Fairuza Sabirova ◽  
Julia Afanaseva

The modern education system in most countries is built on providing equitable education opportunities to all people, regardless of the limitations they have. There are no significant problems in primary and secondary inclusive education, while most traditional higher education models are not sufficiently adapted to the needs of people with learning disabilities. Thus, it has been replaced by a blended learning model built on new digital learning environments in recent years. The aim of the article is to study the blended learning environment of inclusive educa-tion systems in China and Russia. The article presents the findings of a “The Global Learner Survey”, conducted on behalf of Pearson in May 2019 by The Harris Poll. The survey involved over 11,000 learners aged 16-70 across nine-teen countries. Additionally, statistics on the higher education development in Russia and China were used. The analysis of the current state of higher education in Russia and China, as well as the development of a blended learning environ-ment, shows the positive effect as that it allows students with limited educational opportunities to integrate into the educational and public life of the university and implement all types of rehabilitation along with the educational process.


Seminar.net ◽  
2013 ◽  
Vol 9 (1) ◽  
Author(s):  
Yngve Nordkvelle

MOOC is one of the new terms that occupy many higher learning institutions these days. Rectors, Presidents or Vice-Chancellors, leaders of higher education in general, are all of a sudden all set for the target: we also want to provide courses for the “MOOC”. The conservative Norwegian newspaper “Aftenposten” claimed recently that the MOOCs will revolutionize higher education, and will alter “the ways we learn” in fundamental ways. The Norwegian Ministry of Education has established an expert group to monitor the development of MOOCs and the consequences for national higher education systems. The reactions sway between exhilaration and “moral panic”. Many positive reactions reflect what Thomas Alva Edison hoped for a century ago, by predicting that learning was now liberated from the institutions and offered entirely via film and radio. The moral panic is a sentiment held by those who think that higher education institutions also have an obligation to maintain national cultures of science and humanities. Leaving teaching to MIT, Open University or whoever wants to claim the turf of teaching a topic, is a challenge to the established higher education policies. The global market of science, communication, publishing and library service is already vastly dominated by the English speaking academia.The MOOCs are so far predominantly a phenomenon from this cultural area, and will add to the cultural dominance that is already so strong. In this respect I subscribe to a moral panic. On the other hand one might ask, what is truly new to the “MOOC”? Not much, in my view, except a different way of organizing, financing and marketing content and processes which are as old as correspondence schools. The technological wrapping is redesigned and offered in an importantly different context: “open access”. This tantalizing concept clouds the fact that teaching in higher education is situated in local cultural contexts, and is, as always, problematic to recontextualize.The first article in this issue is titled “From Classroom to Digital Arena in Seeking Higher-level Learning: Student Experience” and is written by dr. Mark Brown of The Department of Communication, Culture and Languages, BI Norwegian Business School in Oslo. In the article he acknowledges the vast influences distance-learning has had on the area of introducing digital technologies in higher education. The article reports some results from a teaching project in which they moved a mid-level learning process out of the classroom and into a digital learning environment in order to free up teaching time for higher-level learning. The findings demonstrate that students respond very positively to such reflective learning opportunities.In the paper “Challenges with social software for collaboration: Two case studies from teacher training” a collective of authors from the Faculty of Philosophy at the University of Eastern Finland, Teemu Valtonen, Sari Havo-Nuutinen, Patrick Dillon, Sini Kontkanen, Mikko Vesisenaho and Susanne Pöntinen offer us insights into which challenges with collaborative learning  one meets when using social software. It reports two case studies conducted in a teacher training department. Although the case studies were concerned with providing teacher students with inspiring and motivating experiences of using ICT in pedagogically meaningful ways, the research design was set up so that challenges could be identified and investigated. It turned out that the presumed added value of interaction and collaboration was poorly recognised.In the last article, Ragnhild Nilsen and Line Lundvoll Nilsen, of The University of Tromsø, write about their project on “Interdisciplinary professional education (IPE)”. The title, “Interprofessional Participation and Reflection in a Digital Network” introduces us to how teaching with digital tools allows collaborative learning to take place. Their methods supported collective reflection and increased professional understanding. The digital network allowed students from different health science programmes to draw on each other’s knowledge and expertise. The authors suggest that their findings are relevant for the development of reflection and professional understanding among health science students, as they show how students discuss and seek solutions to complex challenges in the practice.


2021 ◽  
Vol 9 (18) ◽  
pp. 91-97
Author(s):  
Gloria María Pérez Montero

The presence in the world of the pandemic known as Covid-19 has brought with it challenges and challenges in all areas, but especially in the educational context. The University of Granma responds to the intention of promoting the use of technologies in the improvement of Higher Education and in current times has had to enhance this aspect due to the need for social distancing. This work presents some of the alternatives that have been adopted in the House of Higher Studies and how young people have assimilated them, based on the experiences obtained in the teaching of the Communication course, which belongs to the Sociocultural Management for Development career from the Faculty of Economic and Social Sciences. The epidemiological situation has not prevented the training of comprehensive and competent professionals, on the contrary, it has enabled students to achieve self-management of knowledge and meaningful learning, using virtual teaching- learning environments.


2016 ◽  
pp. 792-815
Author(s):  
Raymond Szmigiel ◽  
Doris Lee

Avatars are virtual agents or characters that graphically represent users within virtual environments. Avatars can be implemented in three-dimensional (3-D) virtual environments for training purposes. While there are promising findings indicating that avatars can enhance the learning experience, conclusive and generalized evaluations cannot be made at this time. The effectiveness of these virtual agents in a learning context remains an open question. The purpose of this chapter is to present background information on the definitions and use of avatars in e-based, virtual learning environments and to address the applicability of avatars to ubiquitous learning (u-learning). This chapter examines the available empirical research on the effectiveness of avatars in facilitating social interactivity, motivation, and collaborative learning in 3-D environments. Finally, this chapter provides suggestions for future studies on the design of avatars in both e- and u-learning.


Author(s):  
Gina Tovine ◽  
April Fleetwood ◽  
Andrew Shepherd ◽  
Colton J. Tapoler ◽  
Richard Hartshorne ◽  
...  

While the growth of blended learning environments in higher education and non-educational settings has continued to increase in recent years, this has not been the case in K-12 settings. Recently, in an effort to explore the viability and effectiveness of K-12 blended learning environments, Florida Virtual School (FLVS) has been piloting blended learning communities in a number of their schools, providing opportunities to explore factors that influence the effectiveness of K-12 blended learning communities. Thus, the purpose of this chapter is to report the results of a study designed to assess conditions that influence the effectiveness of K-12 blended learning communities, and to explore learner, instructor, course, and other factors important to successful blended learning communities. Findings will inform the design, development, and implementation of future K-12 blended teaching and learning environments in an effort to support and strengthen student achievement, the preparation of teachers to facilitate effective blended learning environments.


Author(s):  
Kamini Jaipal-Jamani ◽  
Candace Figg

Digital game-based learning (DGBL) has been identified as an effective digital teaching strategy to foster 21st century learning. The inclusion of digital game-based learning in instruction is challenging for educators to structure in higher education learning environments, often because of the lack of coherence with curriculum. Gamification is a recent DGBL strategy that enables the instructor to incorporate the motivational and engagement elements of games in ways that can be adapted to curriculum requirements. Gamification, supported with digital technologies such as web-based tools and learning management systems, offers the instructor the benefits of both face-to-face traditional instruction and online learning. An example of how blended learning in higher education incorporates gamification is presented. Study findings indicate that the blended gamified learning environment motivated learners and promoted cognitive, skill, and attitude development.


Author(s):  
Michela Freddano

This chapter focuses on blended learning towards social capital by showing the experience of Methodology of Social Research II, the blended learning training course held at the Faculty of Education of the University of Genoa (A.Y. 2010/2011). Blended learning engages disciplinary, technical, and relational skills so that human capital and social capital are empowered. The evidence is that in higher education blended learning empowers teaching/learning processes and student achievement providing active student engagement into participatory processes promoted in educational and evaluation activities, involving students in balanced relationships with peers and teacher facilitated by new technologies and tutorship.


Author(s):  
Sophia Palahicky ◽  
Donna DesBiens ◽  
Ken Jeffery ◽  
Keith Stuart Webster

Pedagogical values directly affect student performance and, therefore, are essential to successful teaching practice. It is absolutely critical that post-secondary educators examine and reflect on their pedagogical values because these principles pave the path for student success. This chapter describes four pedagogical values that are critical to student success within the context of online and blended learning environments in higher education: 1) value of care; 2) value of diversity; 3) value of community; and 4) value of justice.


Author(s):  
Sophia Palahicky ◽  
Donna DesBiens ◽  
Ken Jeffery ◽  
Keith Stuart Webster

Pedagogical values directly affect student performance and, therefore, are essential to successful teaching practice. It is absolutely critical that post-secondary educators examine and reflect on their pedagogical values because these principles pave the path for student success. This chapter describes four pedagogical values that are critical to student success within the context of online and blended learning environments in higher education: 1) value of care; 2) value of diversity; 3) value of community; and 4) value of justice.


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