
FOLLOWUS
BISITE Research Group, University of Salamanca, Edificio I+D+i, C/ Espejo, Salamanca 37008, Spain
Ricardo S. ALONSO, E-mail: ralorin@usal.es
[ "Óscar GARCÍA, E-mail: oscgar@usal.es" ]
收稿:2017-12-15,
修回:2019-;2-15,
纸质出版:2019-02
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Ricardo S. ALONSO, Javier PRIETO, Óscar GARCÍA, 等. 社会计算下的协作学习[J]. 信息与电子工程前沿(英文), 2019,20(2):265-282.
Ricardo S. ALONSO, Javier PRIETO, Óscar GARCÍA, et al. Collaborative learning via social computing[J]. Frontiers of Information Technology & Electronic Engineering, 2019, 20(2): 265-282.
Ricardo S. ALONSO, Javier PRIETO, Óscar GARCÍA, 等. 社会计算下的协作学习[J]. 信息与电子工程前沿(英文), 2019,20(2):265-282. DOI: 10.1631/FITEE.1700840.
Ricardo S. ALONSO, Javier PRIETO, Óscar GARCÍA, et al. Collaborative learning via social computing[J]. Frontiers of Information Technology & Electronic Engineering, 2019, 20(2): 265-282. DOI: 10.1631/FITEE.1700840.
技术的引入使得教育创新极大地丰富起来,从而形成新的学习模型,其中,信息来自于多源,协作在学生之间产生。教育创新中一个有吸引力的挑战在于从社会计算视角设计协作学习活动,这里的协作不限于学生之间,也包括学生与机器的交互。与此同时,现阶段极其缺少工具,为学习的全过程而非学习任务的某些方面提供支持。为此,本文提出并评估支持协作学习的上下文感知构架(CAFCLA)。CAFCLA是一个覆盖协作学习全过程活动开发的灵活架构,可以利用上下文信息和社交互动。应用于某个博物馆的一个协作式WebQuest实验案例表明,使用社会计算可以改善学习过程,促进协作,增强关系,增加参与度。
Educational innovation is a field that has been greatly enriched by using technology in its processes
resulting in a learning model where information comes from numerous sources and collaboration takes place among multiple students. One attractive challenge within educational innovation is the design of collaborative learning activities from the social computing point of view
where collaboration is not limited to student-to-student relationships
but includes student-to-machine interactions. At the same time
there is a great lack of tools that give support to the whole learning process and are not restricted to specific aspects of the educational task. In this paper
we present and evaluate context-aware framework for collaborative learning applications (CAFCLA) as a solution to these problems. CAFCLA is a flexible framework that covers the entire process of developing collaborative learning activities
taking advantage of contextual information and social interactions. Its application in the experimental case study of a collaborative WebQuest within a museum has shown that
among other benefits
the use of social computing improves the learning process
fosters collaboration
enhances relationships
and increases engagement.
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