Archive for the ‘Collaborative Learning’ Category

The higher degree by research student as ‘master’: Utilising a design thinking approach to improve learner experience in higher degree research supervision

This article presents a work-based learning and research approach to professional postgraduate education specifically in the case of Higher Degree by Research (HDR) programs. It highlights a prototype of the Cohort-based Advisory Team (CAT) model as a useful strategy. The authors propose that a design thinking approach that empathises with the student experience as the […]

Professional Networking: Exploring Differences Between Offline and Online Networking

Professional networking has mostly been researched in offline contexts. With professional social networking sites (SNS), such as LinkedIn or the German platform XING, professional networking can be extended to online contexts. Therefore, this study examines if people differ in the intensity of offline and online networking and if influence factors differentially predict offline and online […]

Content-specific differences in Padlet perception for collaborative learning amongst undergraduate students

Collaborative learning offers benefits but there is insufficient information on how students perceive specific digital tools supporting collaborative learning and whether there are content-related differences in students’ perceptions. Here, we utilised Padlet to mediate collaborative learning amongst undergraduate students from two distinct disciplines, Dentistry and Bioscience to examine students’ perceptions of Padlet-mediated learning and identify […]

Engagement in cloud-supported collaborative learning and student knowledge construction: a modeling study

Many universities, especially in low-income countries, have considered the potential of cloud-supported collaborative learning in planning and managing students’ learning experiences. This is because cloud tools can offer students the necessary skills for collaboration with one another and improving communication between all users. This study examined how cloud tools can help students engage in reflective […]

Online Learning: Practices, Perceptions, and Technology

The purpose of this study was to examine factors influencing online learning given its rapid growth combined with the necessity to reduce attrition in online classes by providing quality instruction. This study was contextualized using the three elements of the community of inquiry (CoI) framework. We surveyed 93 students currently registered in online classes about […]

Exploring collaboration in online group based assessment contexts: Undergraduate Business Program

Focussing on a specific higher education online learning environment (OLE), this study aims to investigate and analyse instructional designs that employ Positive Interdependence, Individual Accountability, Teaching Presence, Authenticity and Group Skills Development as educational strategies to mitigate group work issues and subsequently encourage collaborative group work. Group work is a challenging learning space for both participants […]

Relationships Between Carl Rogers’ Person-Centered Education and the Community of Inquiry Framework: A Preliminary Exploration

The research reported in this paper explored links between the work of Carl Rogers on person-centered education and the Community of Inquiry (CoI) framework which posits a model of supports for social collaborative learning. Findings suggest significant links between the Rogerian constructs of level of regard and empathy and the CoI concept of teaching presence. […]

Signature Course: Building Virtual Worlds

In Building Virtual Worlds (BVW), one of four core classes in the Master’s in Entertainment Technology (MET) program from CMU’s Entertainment Technology Center (ETC), students are placed on small teams, with new groups and goals for each two-week round. Working together, they design and build interactive experiences. Carnegie Mellon University

Stanford’s ‘Club Cardinal’ game gave students a virtual hangout

Students at Stanford University earlier this month rolled out a virtual version of the university’s campus in a browser-based game that serves as a social network for students, faculty and alumni to hang out and interact while the physical campus remains closed. edscoop

Download Report: A New Reality: Getting Remote Learning Right

This spring, school leaders and educators across the world entered what the superintendent of one major district has called “truly uncharted waters.” The spread of the novel coronavirus—and the subsequent shutdown of many school systems—has created a new reality in K–12 education, one in which many educators and families have had to make a rapid, […]