scholarly journals ‘It was fun’: Exploring the pedagogical value of collaborative educational games

2020 ◽  
Vol 17 (3) ◽  
pp. 37-52
Author(s):  
Adeline Cooney ◽  
◽  
Eamon Darcy ◽  

This qualitative descriptive study explored the value of games as pedagogical tools to teach team working and foster collaborative learning in a higher education classroom. Groups of three or four students (n = 181) were asked to participate in a simple low-tech serious game which required them to solve a puzzle. The puzzle simulated ‘good’ teamwork practices. Subsequently, participants were asked to complete an open-ended qualitative questionnaire about their experiences. The game was found to enhance learners’ understanding of the attributes of effective team working. It was concluded that teambased collaborative games have value in experientially ‘teaching’ team working skills. Moreover, simple low-tech games were found to have good capacity for generating high-quality collaborative learning experiences. In this context it is argued that simple low-tech games should not be forgotten in the rush to develop computer-supported collaborative learning environments. Not least because they generate opportunities for face-to-face interaction.

Author(s):  
Calixto Gutiérrez-Braojos ◽  
Jesús Montejo-Gámez ◽  
Ana E. Marín Jiménez ◽  
Asunción Martínez Martínez

Computer-supported collaborative learning is becoming one of the most impactful learning and teaching approaches in higher education. The objective of this study is to analyze the effect of different conditions of face-to-face learning (cooperative, inter-group competition, and inter-individual competition) on the participation and learning of students in the virtual community. This investigation takes into account three parameters according to a Latin squares design. In this study, designing learning environments in conditions of collaboration without competition in face-to-face environments facilitates the cognitive responsibility of the collective and better achievements in the community to a greater extent. The authors did not find any benefits of intergroup competition or individual competition over collaborative learning without competition.


2002 ◽  
Vol 30 (4) ◽  
pp. 365-377 ◽  
Author(s):  
Susan M. Land ◽  
Michele M. Dornisch

Recent interest in computer-supported collaborative learning (CSCL) has prompted educators to incorporate communication tools into their courses. This article reports findings of students' use of two Web-based discussion forums across two semesters to supplement face-to- face instruction. By tracking the discussions, we discovered that when students initiated reflection and integration of perspectives, they did so through concessions and oppositions to the postings of their peers. Findings point to the importance of explicit scaffolding of conversations to encourage student sharing and evaluation of perspectives.


Author(s):  
Chia-Wen Tsai ◽  
Yi-Fen Chen

Many studies investigate the effects of Computer-Supported Collaborative Learning (CSCL) and also explore how learning processes and social interaction contribute to learning outcomes in online learning environments. This study provides an appropriate design of web-supported collaborative learning (CL) with teacher’s initiation and self-regulated learning (SRL), and demonstrates the effects of this design on improving students’ involvement and helping students attain course goals in a blended course. The authors conducted an experiment with an intervention of web-supported CL with initiation and SRL in a course titled ‘Applied Information Technology: Networking’ that included 112 sophomores from two classes at an academic university in Taiwan. The class of web-supported CL with initiation and SRL was the experimental group, and online CL without initiation or SRL served the control group. The results illustrate that web-supported CL with initiation and SRL could significantly improve students’ involvement in this course. In addition, interviewed students also expressed their positive appreciation for web-supported CL with initiation and SRL. The authors expect the innovative learning activities and teaching method in this study could provide insights for online teachers.


2004 ◽  
pp. 281-310
Author(s):  
John B. Nash ◽  
Christoph Richter ◽  
Heidrun Allert

This chapter addresses theoretical frameworks for the evaluation of computer-supported learning environments. It outlines the characteristics and obstacles this evaluation must face with regard to projects that design learning experiences, stressing the notion that human-computer interaction is imbedded in social context that is complex and dynamic. The authors examine how scenario-based design and program theory can contribute to the design and evaluation of computer-supported collaborative learning (CSCL) and present a case study in which both approaches are applied. Based on the revealed complementary frameworks, a compelling approach is drafted that combines both of them. Our goal is to make CSCL designers more aware of the benefits of evaluative thinking in their work and to introduce two tangible approaches to evaluation that, when implemented as a design step, can strengthen CSCL initiatives.


Author(s):  
Kamen Kanev ◽  
Shigeo Kimura

This chapter is dedicated to Computer-Supported Collaborative Learning (CSCL) employing dynamic groups, where at different stages students work independently, interact with each other in pairs, and conduct joint work in larger groups with varying numbers of participants. A novel Dynamic Group Environment for Collaborative Learning (DGE/CL) that supports students in making informed and intelligent choices about how, when, and with whom to collaborate is introduced. A face-to-face collaborative scenario, where all students are in the same room and can move freely around and interact with each other while using digitally enhanced printed materials with direct point-and-click functionality is considered. Flexible and efficient support for dynamic group management is ensured through the adopted Cluster Pattern Interface (CLUSPI) technology, which, while preserving the original touch-and-feel of printed educational materials, supports additional affordances and allows employment of new, non-traditional paper-based interactions. Possibilities for DGE/CL enhancements with specialized surface code readers and laser-based digital surface encoding being developed by the authors are outlined and references to recent projects are given.


Author(s):  
Donatella Persico ◽  
Francesca Pozzi ◽  
Luigi Sarti

Some collaborative learning strategies widely used in face-to-face settings can also be adapted to online contexts. They allow us to master the complex relations between members of large, heterogeneous online learning communities. The authors build on their experience in the application of some of the most well-known strategies and techniques used in online courses, such as jigsaw, peer review, role-play, case study, and brainstorming. The use of these strategies in computer supported collaborative learning (CSCL) environments and the related models describing the social structure of the learning community is discussed in the attempt to highlight their strengths and weaknesses and investigate the conditions for their applicability. The aim is to inform the design and the management of online learning communities.


Author(s):  
Marissa L. Shuffler ◽  
Gerald F. Goodwin

In order to adapt to changing learning environments, instructors must be aware of the challenges that virtuality brings to establishing a shared understanding among online learners. Although developing shared mental models is typically a natural part of learning, it requires significant social and task-related interaction among students, which can be difficult in computer based environments in which social presence is lacking. This chapter will briefly discuss research related to the development of shared understanding and explore what instructors can do to address challenges and facilitate the development of shared knowledge in computer supported collaborative learning environments.


2011 ◽  
pp. 1950-1960
Author(s):  
Elsebeth Korsgaard Sorensen

An alternative theoretical framework for analyzing and designing computer-supported collaborative learning environments is introduced. Bateson’s theory (1973) is used as a starting point for considering in what sense the specific dialogical conditions and qualities of virtual environments may support learning. We need more stringent analytical approaches of research that relate communicative qualities of virtual contexts to qualities of the collaborative knowledge-building process. This approach suggests that new didactic and instructional methods, addressing the learner’s communicative awareness at a meta-level, need to be developed in order to fully utilize the interactive and reflective potential of online collaborative learning. A deeper understanding of the reflective nature of the online environment and its potential for enhancing intellectual amplification will give rise to the birth of new and more innovative designs of online collaborative learning.


Author(s):  
Maryam Alavi ◽  
Donna Dufner ◽  
Caroline Howard

Three basic categories of technologies are effective for extending collaborative learning beyond traditional face-to-face interactions to online learning and distance education: 1. Group support systems (GSS) 2. Collaboratories 3. Integrated learning environments. Although some of the collaborative learning technologies can be used without the Web, the Internet and World Wide Web provide the scalable global connectivity to support these technologies, with the browser serving as a ubiquitous user interface for collaborative learning applications.


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