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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
111

Enhancing Personalization and Learner Engagement in Context-aware Learning Environment - A Pedagogical and Technological Perspective

Mayeku, Betty 09 September 2015 (has links)
No description available.
112

Using Collaborative Peer Coaching as a Construct to Guide Teaching Around the Use of Student Assessment Data

January 2011 (has links)
abstract: ABSTRACT This study details the pilot of a collaborative peer-coaching model as a form of job embedded professional development, to guide teacher collaboration and planning based on benchmark assessments. The collaborative peer-coaching framework used (including reflection and collaboration about student data, and classroom instruction) was informed by the five propositions outlined by the National Board of Professional Teacher Standards (NBPTS). This intervention included teacher training, discussion (pre and post instruction), collaboration about student benchmark data, and classroom observations with further data collected through surveys and interviews. Using a mixed methods approach to data collection and analysis, I focused on how participants engaged in a collaborative peer-coaching model to guide their instruction based on the use of student data they collected from common benchmark assessments. / Dissertation/Thesis / Ed.D. Educational Administration and Supervision 2011
113

Laboratório de exergames na educação física : conexões por meio de videogames ativos

Finco, Mateus David January 2015 (has links)
A presente tese de doutorado traz como tema central o uso de exergames como uma nova proposta de integração e recurso para aulas de Educação Física. O intuito desta pesquisa é fornecer subsídios para que professores possam utilizar esta tecnologia na realização de atividades escolares em aulas ou em projetos complementares envolvendo movimentos corporais amplos. Como objetivo geral, este estudo visa investigar de que maneira um laboratório experimental de exergames pode contribuir com o engajamento de alunos que geralmente apresentam sinais de insatisfação na prática de atividades físicas. Além deste aspecto principal, este estudo investigou como os alunos colaboram, intercambiam ideias e apoiam uns aos outros na realização das atividades no laboratório. Os preceitos de engajamento envolvendo interesse, entusiasmo e curiosidade foram analisados durante as interações dos alunos com os videogames ativos nos estudos desenvolvidos. Também, foram observados os principais aspectos e desafios pedagógicos na implementação de tecnologias como o laboratório de exergames no contexto escolar e suas implicações durante as mediações em aulas com o uso dos videogames ativos. Uma metodologia de cunho qualitativo foi empregada para a coleta e análise dos dados, utilizando: a) observação não participante a partir de registros gravados nos encontros do Laboratório de Exergames; b) realização de entrevista semiestruturada com os professores de Educação Física e coordenador de Educação Física. A partir dos estudos realizados foi possível observar que o laboratório de exergames se configura como uma alternativa viável para as aulas regulares de Educação Física, podendo aumentar o nível de engajamento e colaboração de alunos com sinais de insatisfação com as atividades propostas nas aulas regulares. / The present Doctoral Thesis project brings as central theme the use of exergames as a new integration and resource proposal for Physical Education classes. The intention for this research is to provide new pedagogical tools for teachers to use this technology for interactive activities involving active body movements. As main objective, this study aims to investigate how an experimental exergames lab can contribute with students engagement that usually show signs of dissatisfaction in practices of physical activities. Furthermore, it has been our goal to understand how students collaborate, exchange ideas and support each other in the activities in the exergames lab. The concept of engagement involving interest, enthusiasm and curiosity was analyzed during the interaction of the students with the videogames. The main pedagogical challenges in the implementation of technologies with the exergames lab in the school context have been observed, as well as their implications during the use of video games in the classes. A qualitative research method was adopted for the collection and analysis of data: (a) we followed mainly a non-participant observation through recorded videos; (b) semi-structured interviews were made with the Physical Education teachers and Physical Education coordinator involved in the research. The study carried out enabled us to conclude that the exergames lab may be a viable alternative to regular Physical Education classes, being able to increase the level of engagement and collaboration of students with signs of dissatisfaction with the activities proposed in the regular classes.
114

NARRATIVAS DE EXPERIÊNCIAS VIVIDAS POR DOCENTES E DISCENTES COM USO DE TECNOLOGIA DE INFORMAÇÃO E COMUNICAÇÃO – TDIC NA EDUCAÇÃO BÁSICA / Narrative of experiences of teachers and students whit technology use of information and communication : TDIC in basic education

LIMA, FABIANA ANHAS BARBOSA 30 September 2015 (has links)
Submitted by Noeme Timbo (noeme.timbo@metodista.br) on 2016-08-25T22:44:52Z No. of bitstreams: 1 FabianaLima.pdf: 7393691 bytes, checksum: 3844014e118ebc7d196930bd127090fd (MD5) / Made available in DSpace on 2016-08-25T22:44:52Z (GMT). No. of bitstreams: 1 FabianaLima.pdf: 7393691 bytes, checksum: 3844014e118ebc7d196930bd127090fd (MD5) Previous issue date: 2015-09-30 / We live in a period of political transformations, economic, social and cultural, all the time, in the imposing challenges. In this context, in recent decades, the use of technology has been extended in several everyday activities, dissemination of information, in the communication, as a means of expression and organization of society. The school, while social institution, needs to recognize this new reality, this different possibility of acquisition and processing of knowing, so that it can intervene, resign and redirect its action in order to meet the demands of its time. The general objective of this research, from the presentation and analysis of experiments with the use of information technologies and knowledge, reflect on how to put these tools in the process of teaching and learning in school from the view of teachers and students, aiming at the integral formation of the learner. In this way, development, understand each other as necessary to meet and consider the historical context, as well as school-related prospects and its protagonists (teachers and students) in the information and knowledge society. We emphasize the importance of teaching staff (training) and its role as a mediator in the process of learning, as well as receiving to technology, watching this performance space and function. We emphasize the use of TDIC experiments performed by teachers and students as the game production, scientific journals, writing stories, artistic productions, blogs, vlogs, discussions in groups present in social networks. The methodology used in this research is qualitative, action research mode and narrative, in function of the involvement with the Group and with the activities developed, in which participants share their personal stories with the researcher and learning related to actions or activities that perform, providing information and relevant evidence about the process of formation over time. The literature review was performed by means of bibliographical and documental analysis in books, theses, dissertations, specific journals on the subject, in addition to articles published on the Internet. The data were collected through informal conversations, semi-structured interviews and filming of the reports. The analysis was carried out from the phenomenological hermeneutic approach, which seeks to describe and interpret phenomena of human experience in order to investigate the essence through the identification of themes. The results point to the need for and possibility of expanding the use of TDIC as resource in the teaching and learning process, through training, dialogue, interaction, intentionality, expectations, hopes and their developments. / Vivemos um período de transformações políticas, econômicas, sociais e culturais que, a todo instante, nos impõe desafios. Neste contexto, nas últimas décadas, o uso da tecnologia tem sido ampliado na realização de diversas atividades cotidianas, na divulgação de informações, na comunicação, como forma de expressão e organização da sociedade. A escola, enquanto instituição social, precisa reconhecer esta nova realidade, esta diferente possibilidade de aquisição e transformação de saber, para que possa intervir, ressignificar e redirecionar sua ação, a fim de atender as demandas de seu tempo. O objetivo geral desta pesquisa, a partir da apresentação e análise de experiências realizadas com o uso de Tecnologias da Informação e Conhecimento, é o de refletir sobre como inserir estas ferramentas no processo de ensinar e aprender na escola a partir da visão de professores e alunos, visando a formação integral do educando. Deste modo, no desenvolvimento, entendemos como necessário conhecer e considerar o contexto histórico, bem como as perspectivas relacionadas a escola e seus protagonistas (professores e estudantes) na chamada Sociedade da Informação e do Conhecimento. Ressaltamos a importância do docente (sua formação) e seu papel de mediador nos processos de aprendizagem, assim como a recepção à tecnologia, observando função e espaço de atuação desta. Destacamos experiências com a utilização de TDIC, realizada por professores e alunos, como a produção de game, revistas científicas, escrita de histórias, produções artísticas, blogs, vlogs, discussões em grupos presentes em redes sociais. A metodologia utilizada nesta pesquisa é qualitativa, na modalidade de pesquisa-ação e narrativa, em função do envolvimento com o grupo e com as atividades desenvolvidas, nas quais os participantes compartilham com o pesquisador suas histórias pessoais e de aprendizagem relacionadas às ações ou às atividades que realiza, fornecendo informações e indícios relevantes sobre o seu processo de formação ao longo do tempo. A revisão de literatura foi realizada por meio de análise bibliográfica e documental em livros, teses, dissertações, periódicos específicos sobre o assunto, além de artigos publicados na Internet. A coleta de dados foi realizada a partir de conversas informais, entrevistas semiestruturadas e filmagem dos relatos. A análise foi realizada a partir da abordagem hermenêutico-fenomenológica, que busca descrever e interpretar fenômenos da experiência humana, a fim de investigar a essência por meio da identificação de temas. Os resultados apontam para a necessidade e possibilidade da ampliação da utilização de TDIC como recurso no processo de ensino e aprendizagem, por meio de formação, diálogo, interação, intencionalidade, expectativas, esperança e seus desdobramentos.
115

Educator' perspectives on collaboration in Institutional Level Support Teams (ILSTs) of schools in the Wynberg, Grassy Park and Pelican Park area

Parker, Rianah-Leigh Marr January 2013 (has links)
Magister Educationis - MEd / South Africa has a history of inequalities due to the Apartheid system, much of this is reflected in Educational policies regarding Special Education, Specialised Education and Educational Support Services resulting in inadequate education. "Education White Paper 6", (Department of Education, 2006) is a response by the South African government to the inequalities, which constitute as barriers to learning. The key to reducing barriers to learning at all levels of education lies in the strengthening of Education Support Services, (Department of Education, 2001). Thus Support Services Systems are established at various levels including National, Provincial, Regional, and Education Districts and at Institutional Level. At the level of Institutions, Institutional Level Support Teams are established as a school -based team, with its primary function to put in place learner and educator support services. Institutional Level Support Teams (ILSTs) are expected to co-opt expertise from the school community, collaborate with the local community, parents and the District department of education. The Institutional Level Support Teams are expected to collaborate or form partnership to achieve their common goals and successful achievement of their objectives. The main objective of this study was to gain insight into educator's perspectives on collaboration or forming partnership with other members of their schools' ILSTs. These perspectives related to the attitudes educators have towards collaboration in the ILST, the benefits they consider deriving from their work at the ILST, the activities they involve themselves in and the challenges they face while collaborating with other members of their schools' ILST. The study adopted a mixed methods approach and involved teachers of four high schools in the Western Cape. Quantitative and qualitative data were collected using questionnaire and interview protocol. The results of the analysis of quantitative and qualitative data collected for the study revealed that the educators who participated in the study expressed fairly positive attitudes towards collaborating with other stakeholders in the ILSTs. The participants felt that their participation in the schools' ILSTs was beneficial to the learners, parents and educators. All activities presented to them on the questionnaire were endorsed as those they participated in while collaborating with others in their schools' ILSTs. The participants also indicated that they experienced a number of challenges while collaborating with others in their schools ILSTs. These challenges include a lack of parental and community involvement as well as poor guidelines on the operations of ILST by the Department of Education. The study provides recommendation as to how to improve collaboration in the ILST.
116

Modelagem probabilística de aspectos afetivos do aluno em um jogo educacional colaborativo

Pontarolo, Edilson January 2008 (has links)
Este trabalho apresenta o processo de construção de um modelo de inferência de emoções que um aluno sente em relação a outros alunos durante interação síncrona em um contexto de jogo colaborativo de aprendizagem. A inferência de emoções está psicologicamente fundamentada na abordagem da avaliação cognitiva e foram investigadas relações entre objetivos e normas comportamentais do aluno e aspectos de sua personalidade. Especificamente, foram empregados o modelo OCC de emoções e o modelo Big-Five (Cinco Grandes Fatores) de traços de personalidade para a fundamentação teórica da modelagem. O modelo afetivo representa a vergonha e orgulho apresentados pelo aluno em resposta à avaliação cognitiva de suas próprias ações e a reprovação e admiração apresentadas pelo aluno em resposta a ações de seu parceiro de jogo, a partir da avaliação do comportamento observável dos parceiros representado por suas interações no jogo colaborativo, em relação a normas comportamentais do aluno. A fim de suportar a incerteza presente na informação afetiva e cognitiva do aluno, adotou-se uma representação deste conhecimento através de Rede Bayesiana. Um refinamento qualitativo parcial e a respectiva parametrização quantitativa do modelo probabilístico foram efetuados a partir da análise de uma base de casos obtida através da condução de experimentos. A fim de prover um ambiente experimental, foi concebido e prototipado um jogo colaborativo no qual dois indivíduos conjugam esforços a fim de resolver problemas lógicos comuns à dupla, através de ações coordenadas, negociação simples e comunicação estruturada, em competição com outras duplas. / This work presents the construction of a model to infer emotions a student feels towards other students during synchronous interaction in the context of a collaborative learning game. The emotions inference is psychologically based on cognitive appraisal theory. Some relations between students’ personality and their goals and behavioral standards were also investigated. This modeling was based on OCC emotion model and Big-Five personality model. The affective model represents the student’s proud and shame as an answer to the cognitive appraisal of her/his own attributed interactions, and the student’s admiration and reproach as an answer to the cognitive appraisal of her/his partner attributed interactions, both according to the student’s behavioral standards. Bayesian Network knowledge representation was employed to better stand for the uncertainty present in the student’s cognitive and affective information. Employing a data-driven procedure, the probabilistic model was partially refined in terms of qualitative relations and quantitative parameters. Experimental data were obtained by using a game prototype implemented in order to support a collaborative dynamics of coordinated action, simple negotiation and structured communication, through which students interacted in order to solve shared problems, during synchronous competition with other students.
117

Laboratório de exergames na educação física : conexões por meio de videogames ativos

Finco, Mateus David January 2015 (has links)
A presente tese de doutorado traz como tema central o uso de exergames como uma nova proposta de integração e recurso para aulas de Educação Física. O intuito desta pesquisa é fornecer subsídios para que professores possam utilizar esta tecnologia na realização de atividades escolares em aulas ou em projetos complementares envolvendo movimentos corporais amplos. Como objetivo geral, este estudo visa investigar de que maneira um laboratório experimental de exergames pode contribuir com o engajamento de alunos que geralmente apresentam sinais de insatisfação na prática de atividades físicas. Além deste aspecto principal, este estudo investigou como os alunos colaboram, intercambiam ideias e apoiam uns aos outros na realização das atividades no laboratório. Os preceitos de engajamento envolvendo interesse, entusiasmo e curiosidade foram analisados durante as interações dos alunos com os videogames ativos nos estudos desenvolvidos. Também, foram observados os principais aspectos e desafios pedagógicos na implementação de tecnologias como o laboratório de exergames no contexto escolar e suas implicações durante as mediações em aulas com o uso dos videogames ativos. Uma metodologia de cunho qualitativo foi empregada para a coleta e análise dos dados, utilizando: a) observação não participante a partir de registros gravados nos encontros do Laboratório de Exergames; b) realização de entrevista semiestruturada com os professores de Educação Física e coordenador de Educação Física. A partir dos estudos realizados foi possível observar que o laboratório de exergames se configura como uma alternativa viável para as aulas regulares de Educação Física, podendo aumentar o nível de engajamento e colaboração de alunos com sinais de insatisfação com as atividades propostas nas aulas regulares. / The present Doctoral Thesis project brings as central theme the use of exergames as a new integration and resource proposal for Physical Education classes. The intention for this research is to provide new pedagogical tools for teachers to use this technology for interactive activities involving active body movements. As main objective, this study aims to investigate how an experimental exergames lab can contribute with students engagement that usually show signs of dissatisfaction in practices of physical activities. Furthermore, it has been our goal to understand how students collaborate, exchange ideas and support each other in the activities in the exergames lab. The concept of engagement involving interest, enthusiasm and curiosity was analyzed during the interaction of the students with the videogames. The main pedagogical challenges in the implementation of technologies with the exergames lab in the school context have been observed, as well as their implications during the use of video games in the classes. A qualitative research method was adopted for the collection and analysis of data: (a) we followed mainly a non-participant observation through recorded videos; (b) semi-structured interviews were made with the Physical Education teachers and Physical Education coordinator involved in the research. The study carried out enabled us to conclude that the exergames lab may be a viable alternative to regular Physical Education classes, being able to increase the level of engagement and collaboration of students with signs of dissatisfaction with the activities proposed in the regular classes.
118

Em direção à formação otimizada de grupos para a aprendizagem colaborativa

Quarto, Cicero Costa January 2016 (has links)
A presente tese consiste numa investigação teórica-experimental quali-quantitativa de caráter interdisciplinar, que busca compreender de que maneira combinações de perfis de alunos, baseado na sua própria avaliação de comportamento psicológico (perfis de autorrelatos) esperança, autoestima e autoeficácia, são mais adequadas na promoção da aprendizagem colaborativa mais efetiva, assim como no desenvolvimento de um modelo de tecnologia baseado em agentes, denominado Sistema-Multiagente Hermes (SMAHermes), capaz de apoiar a formação otimizada de grupos para a aprendizagem colaborativa. A metodologia de pesquisa contempla três experimentos realizados no AVEA MOODLE/CINTED/UFRGS, a partir dos quais valida-se o modelo SMA-Hermes concebido. A amostra utilizada nos experimentos foi composta de trinta e seis alunos (faixa etária média de dezoito anos), do curso de Engenharia de Computação, da Universidade Estadual do Maranhão (UEMA), referente às disciplinas de Matemática Discreta e Estrutura de Dados Avançados. Considerando os perfis de autorrelatos dos alunos, composições de grupos de forma aleatória (randômica), pelo sistema (a partir da formação desejada pelo professor) e livre (os alunos escolhem seus próprios pares) foram testadas Variáveis como PMOA (Pontuação Máxima Obtida na Atividade), TRA (Tempo de Realização da Atividade) e PCGj (Potencial de Colaboração de Grupo) foram criadas, de modo a expressarem ou predizerem os comportamentos colaborativos dos grupos. Ao final dos experimentos foi aplicado um teste sociométrico com o objetivo de identificar afinidades sociais em função dos perfis de autorrelatos esperança, autoestima e autoeficácia dos alunos. Os resultados se mostram satisfatórios em relação à melhoria dos desempenhos de grupos em contextos de aprendizagem colaborativa quando se considera a tupla (PCGj; PMOA). Constatou-se, também, através dos resultados, que os melhores desempenhos de grupos colaborativos foram alcançados através de formações de grupos de forma aleatória, ressaltando que mesmo o mínimo desempenho de grupo obtido por meio desta formação ainda assim foi positivo. Do teste sociométrico aplicado, pode-se extrair características preponderantes dos pares afins, de forma que estas informações auxiliem no desenvolvimento de um modelo ontológico de colaboração e assim apoiar na definição de Papéis do aluno Vs. Perfis de autorrelatos para contextos de aprendizagem colaborativa. / This thesis consists of a theoretical-experimental quali-quantitative research that seeks to understand how combinations of student profiles, based on their own evaluation of psychological behavior (self-report profiles), hope, self-esteem and self-efficacy, are more suitable in promoting more effective collaborative learning, as well as in the development of an agent-based technology model, called Hermes Multi-Agent System (Hermes-MAS), capable of supporting the optimized groups formation for collaborative learning. The research methodology includes three experiments carried out in MOODLE / CINTED / UFRGS VLE, from which the conceived Hermes-MAS model is validated. The sample used in the experiments was composed of thirty-six students (18 years of average age range), from the State University of Maranhão (UEMA), all of which were attending the same Discrete Mathematics and Advanced Data Structure classes. Considering the students self-report profiles, group compositions in a random system (based on the teacher's desired formation) and free (where students chose their own peers) were tested Variables such as MSOA (Maximal Score Obtained in the Activity), ART (Activity Realization Time) and GCPj (Group Collaboration Potential) were established in order to express or predict the group’s collaborative behaviors. At the end of the experiments, a sociometric test was applied with the objective of identifying social affinities according to the self-report profiles hope, self-esteem and self-efficacy of the students. The results are satisfactory in relation to the improvement of group performances in collaborative learning contexts when considering the tuple (GCPj; MSOA). It was also verified through the results that the best performances of collaborative groups were achieved through group formations in a random manner, emphasizing that even the minimal group performance obtained through this training was still positive. From the applied sociometric test, one can extract preponderant characteristics of the related pairs, so that this information helps in the development of an ontological model of collaboration and thus supports the definition of Student roles Vs. Self-report profiles for collaborative learning contexts.
119

Modelagem probabilística de aspectos afetivos do aluno em um jogo educacional colaborativo

Pontarolo, Edilson January 2008 (has links)
Este trabalho apresenta o processo de construção de um modelo de inferência de emoções que um aluno sente em relação a outros alunos durante interação síncrona em um contexto de jogo colaborativo de aprendizagem. A inferência de emoções está psicologicamente fundamentada na abordagem da avaliação cognitiva e foram investigadas relações entre objetivos e normas comportamentais do aluno e aspectos de sua personalidade. Especificamente, foram empregados o modelo OCC de emoções e o modelo Big-Five (Cinco Grandes Fatores) de traços de personalidade para a fundamentação teórica da modelagem. O modelo afetivo representa a vergonha e orgulho apresentados pelo aluno em resposta à avaliação cognitiva de suas próprias ações e a reprovação e admiração apresentadas pelo aluno em resposta a ações de seu parceiro de jogo, a partir da avaliação do comportamento observável dos parceiros representado por suas interações no jogo colaborativo, em relação a normas comportamentais do aluno. A fim de suportar a incerteza presente na informação afetiva e cognitiva do aluno, adotou-se uma representação deste conhecimento através de Rede Bayesiana. Um refinamento qualitativo parcial e a respectiva parametrização quantitativa do modelo probabilístico foram efetuados a partir da análise de uma base de casos obtida através da condução de experimentos. A fim de prover um ambiente experimental, foi concebido e prototipado um jogo colaborativo no qual dois indivíduos conjugam esforços a fim de resolver problemas lógicos comuns à dupla, através de ações coordenadas, negociação simples e comunicação estruturada, em competição com outras duplas. / This work presents the construction of a model to infer emotions a student feels towards other students during synchronous interaction in the context of a collaborative learning game. The emotions inference is psychologically based on cognitive appraisal theory. Some relations between students’ personality and their goals and behavioral standards were also investigated. This modeling was based on OCC emotion model and Big-Five personality model. The affective model represents the student’s proud and shame as an answer to the cognitive appraisal of her/his own attributed interactions, and the student’s admiration and reproach as an answer to the cognitive appraisal of her/his partner attributed interactions, both according to the student’s behavioral standards. Bayesian Network knowledge representation was employed to better stand for the uncertainty present in the student’s cognitive and affective information. Employing a data-driven procedure, the probabilistic model was partially refined in terms of qualitative relations and quantitative parameters. Experimental data were obtained by using a game prototype implemented in order to support a collaborative dynamics of coordinated action, simple negotiation and structured communication, through which students interacted in order to solve shared problems, during synchronous competition with other students.
120

Using Differential Sequence Mining to Associate Patterns of Interactions in Concept Mapping Activity with Dimensions of Collaborative Process

January 2015 (has links)
abstract: Computer supported collaborative learning (CSCL) has made great inroads in classroom teaching marked by the use of tools and technologies to support and enhance collaborative learning. Computer mediated learning environments produce large amounts of data, capturing student interactions, which can be used to analyze students’ learning behaviors (Martinez-Maldonado et al., 2013a). The analysis of the process of collaboration is an active area of research in CSCL. Contributing towards this area, Meier et al. (2007) defined nine dimensions and gave a rating scheme to assess the quality of collaboration. This thesis aims to extract and examine frequent patterns of students’ interactions that characterize strong and weak groups across the above dimensions. To achieve this, an exploratory data mining technique, differential sequence mining, was employed using data from a collaborative concept mapping activity where collaboration amongst students was facilitated by an interactive tabletop. The results associate frequent patterns of collaborative concept mapping process with some of the dimensions assessing the quality of collaboration. The analysis of associating these patterns with the dimensions of collaboration is theoretically grounded, considering aspects of collaborative learning, concept mapping, communication, group cognition and information processing. The results are preliminary but still demonstrate the potential of associating frequent patterns of interactions with strong and weak groups across specific dimensions of collaboration, which is relevant for students, teachers, and researchers to monitor the process of collaborative learning. The frequent patterns for strong groups reflected conformance to the process of conversation for dimensions related to “communication” aspect of collaboration. In terms of the concept mapping sub-processes the frequent patterns for strong groups reflect the presentation phase of conversation with processes like talking, sharing individual maps while constructing the groups concept map followed by short utterances which represents the acceptance phase. For “joint information processing” aspect of collaboration, the frequent patterns for strong groups were marked by learners’ contributing more upon each other’s work. In terms of the concept mapping sub-processes the frequent patterns were marked by learners adding links to each other’s concepts or working with each other’s concepts, while revising the group concept map. / Dissertation/Thesis / Masters Thesis Computer Science 2015

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