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Wang, Xinghua; Kollar, Ingo; Stegmann, Karsten – International Journal of Computer-Supported Collaborative Learning, 2017
Collaboration scripts have repeatedly been implemented in Computer-Supported Collaborative Learning (CSCL) to facilitate collaboration processes and individual learning. However, finding the right degree of structure is a subtle design task: scripts that are too rigid may impair self-regulation and hinder learning; scripts that are too flexible…
Descriptors: Cooperative Learning, Scripts, Computer Assisted Instruction, Instructional Effectiveness
Noroozi, Omid; Weinberger, Armin; Biemans, Harm J. A.; Mulder, Martin; Chizari, Mohammad – Computers & Education, 2013
Learning to argue is prerequisite to solving complex problems in groups, especially when they are multidisciplinary and collaborate online. Environments for Computer-Supported Collaborative Learning (CSCL) can be designed to facilitate argumentative knowledge construction. This study investigates how argumentative knowledge construction in…
Descriptors: Control Groups, Experimental Groups, Problem Solving, Learning Processes
Wang, Hao-Chuan; Rose, Carolyn P.; Chang, Chun-Yen – International Journal of Computer-Supported Collaborative Learning, 2011
This paper seeks to contribute new insight to the process of learning during idea generation (i.e., brainstorming) by proposing and evaluating two alternative operationalizations for learning, which we refer to as connection-based learning and multi-perspective learning, during a carefully designed idea-generation task in the earth-sciences…
Descriptors: Feedback (Response), Instructional Materials, Learning Processes, Brainstorming
Ding, N.; Bosker, R. J.; Harskamp, E. G. – Computers & Education, 2011
The aim of the study is to investigate the influence of gender and gender pairing on students' learning performances and knowledge elaboration processes in Computer-Supported Collaborative Learning (CSCL). A sample of ninety-six secondary school students, participated in a two-week experiment. Students were randomly paired and asked to solve…
Descriptors: Males, Females, Secondary School Students, Gender Differences
Cheng, Cho Kin; Pare, Dwayne E.; Collimore, Lisa-Marie; Joordens, Steve – Computers & Education, 2011
The purpose of this study was to evaluate the effectiveness of voluntary discussion forums in a higher education setting. Specifically, we examined intrinsic forum participation and investigated its relation to course performance across two experiments. In Experiment 1 (N = 1284) an online discussion forum was implemented at the beginning of an…
Descriptors: Writing Assignments, Writing Exercises, Credits, Program Effectiveness
Baudin, Veronique; Villemur, Thierry – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to present two classes of distance learning experiments, with feedbacks. The experiments are based on constructivism theory. Design/methodology/approach: The paper adopts an experimental approach. Experiments are made with students. The assessments come from an analysis of questionnaires. Findings: The results…
Descriptors: Constructivism (Learning), Learning Processes, Educational Experiments, Questionnaires
Pifarre, Manoli; Cobos, Ruth – Educational Technology Research and Development, 2009
The aim of this study was to examine the development of the metacognitive knowledge of a group of higher education students who participated actively in an experiment based on a Computer Supported Collaborative Learning environment called KnowCat. Eighteen university students participated in a 12-month learning project during which the KnowCat…
Descriptors: Metacognition, Educational Environment, College Students, Cooperative Learning
Liu, Tsung-Yu; Chu, Yu-Ling – Computers & Education, 2010
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language…
Descriptors: Educational Strategies, Learning Activities, Learning Motivation, Educational Technology

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