Review Article
Andres F. Mena-Guacas, Jairo Alonso Urueña Rodríguez, David Mauricio Santana Trujillo, José Gómez-Galán, Eloy López-Meneses
CONT ED TECHNOLOGY, Volume 15, Issue 3, Article No: ep428
ABSTRACT
The diversity of topics in education makes it difficult for artificial intelligence (AI) to address them all in depth. Therefore, guiding to focus efforts on specific issues is essential. The analysis of competency development by fostering collaboration should be one of them because competencies are the way to validate that the educational exercise has been successful and because collaboration has proven to be one of the most effective strategies to improve performance outcomes. This systematic review analyzes the relationship between AI, competency development, and collaborative learning (CL). PRISMA methodology is used with data from the SCOPUS database. A total of 1,233 articles were found, and 30 passed the inclusion and exclusion criteria. The analysis of the selected articles identified three categories that deserve attention: the objects of study, the way of analyzing the results, and the types of AI that could be used. In this way, it has been possible to determine the relationship offered by the studies between skill development and CL and ideas about AI’s contributions to this field. Overall, however, the data from this systematic review suggest that, although AI has great potential to improve education, it should be approached with caution. More research is needed to fully understand its impact and how best to apply this technology in the classroom, minimizing its drawbacks, which may be relevant, and making truly effective and productive use of it.
Keywords: artificial intelligence, collaborative learning, skills development, educational development
Research Article
Gema Sánchez Medero, Gema Pastor Albaladejo, Juan Carlos Cuevas Lanchares, Oliver Soto Sainz, Julio Pérez Hernanz, María José García Solana, Jorge Resina de la Fuente, Pilar Mairal Medina
CONT ED TECHNOLOGY, Volume 15, Issue 3, Article No: ep427
ABSTRACT
The creation of educational audio-visual materials has recently become popular. It is an innovative and entertaining practice, which can reach millions of people through social networks and YouTube. For this reason, this specific was designed for students enrolled in the following three modules: The Spanish political system, public administration in Spain, and institutions and decision-making structures in both the of joint degrees in law and political science and in public management and economic sciences, as well as degrees in public management and degrees in political science. Educational audio-visual materials were co-designed and co-created to define a Municipal Council, its workings and its organization. This was a three phased experiment.. In the first, under the supervision of teachers, students developed five videos showing how Municipal Councils work. This allowed university students to become involved in a collaborative learning activity through which they acquired a series of important skills for future use, in addition to reinforcing their learning by participating in creation of digital teaching material, and also establishing a new teaching methodology consisting of learning-by-doing. In the second, professors and students attended CEIP Severo Ochoa Primary School in Madrid showing videos and playing two practical games, thus promoting knowledge transfer. In the third, the teachers evaluated the impact of this activity and the degree of satisfaction of university and primary school students. The result was positive, because not only was an educational innovation successfully implemented, but also a large part of objectives were achieved.
Keywords: teaching materials, audio-visuals, collaborative learning, educational videos, knowledge transfer
Research Article
Gema Sánchez Medero, Gema Pastor Albaladejo, Pilar Mairal Medina, María José García Solana
CONT ED TECHNOLOGY, Volume 14, Issue 4, Article No: ep393
ABSTRACT
A number of university educators decided to implement an experience “pilot”: the co-creation of a blog with students in which they disseminated some topics of the subject “Spanish political system”, taken as part of a joint honors degree in law and political science from the Faculty of Political Sciences and Sociology of the Complutense University of Madrid. Four professors and 42 students participated in this experience. In the first phase, the students, under the supervision of the professors, collaboratively developed each of the assigned topics. To do so, the professors explained the dynamics, provided them with a series of resources, trained them in collaborative work techniques, supervised the whole process, and resolved all their doubts. In a second phase, they jointly evaluated one subject to see the possible deviations that had occurred with respect to the initial model, in order to be able to correct them in the rest. In addition, the professors conducted a student survey to measure teamwork and the impact of the blog, the results of which were shared with the participants and at specialized conferences. Thanks, this pilot program has shown that blogging is an important technological tool for the transformation and improvement of teaching and learning processes, and that it encourages the active role of students and promotes their collaborative learning, generating knowledge with and for students.
Keywords: university innovation, blogging, co-creation, collaborative learning
Research Article
Benjamin Aidoo, Veli-Matti Vesterinen, Marey Allyson Macdonald, Berglind Gísladóttir, Svava Pétursdóttir
CONT ED TECHNOLOGY, Volume 14, Issue 4, Article No: ep377
ABSTRACT
The views of student teachers on using the flipped classroom approach were investigated in three Ghanaian colleges of education during the 2020/2021 academic year. A questionnaire with open-ended questions was used to collect data from 143 student teachers. Responses were analyzed using qualitative content analysis. In addition, a focus group interview was taken to examine some of the issues in more depth The flipped classroom approach allowed the students to feel that they were in control of their own learning by using self-paced and collaborative learning. The approach also deepened their conceptual understanding as well as their learning skills. The student teachers also experienced three interconnected challenges, including inadequate ICT infrastructures, such as poor internet connectivity, lack of skills to use ICT, and increased workload. The flipped classroom approach can positively impact students’ learning, but educators planning to use the approach should consider the adequacy of the ICT infrastructure available.
Keywords: flipped classroom, ICT infrastructure, students, collaborative learning
Research Article
Waleed Alenezi, Thomas M. Brinthaupt
CONT ED TECHNOLOGY, Volume 14, Issue 1, Article No: ep340
ABSTRACT
The purpose of this study is to explore the use of social media by students in the Faculty of Education, University of Kuwait. The study was conducted within the context of the socio-cultural characteristics of Kuwait, and was underpinned by Alsaied’s (2017) Social Media - Learning Performance model, designed for female Arab students. A volunteer sample of 35 Kuwaiti undergraduate students (88.6% female) was interviewed. Students reported frequently using social media informally for socialization and entertainment, but less frequently as a formal educational tool. Most of the students perceived that social media facilitated interaction with peers, interaction with faculty, engagement, and collaborative learning. However, technical difficulties, and certain negative attitudes towards women using social media, were identified. We recommend that Kuwait University needs to harness the full benefits of social media for teaching and learning and to formulate official guidelines to control the use of social media by all faculty members and students.
Keywords: social media, Kuwait, learning performance, interaction with peers, interaction with faculty, student engagement, collaborative learning
Research Article
Michael Ayodele Fakomogbon, Hameed Olalekan Bolaji
CONT ED TECHNOLOGY, Volume 8, Issue 3, pp. 268-279
ABSTRACT
Collaborative learning is an approach employed by instructors to facilitate learning and improve learner’s performance. Mobile learning can accommodate a variety of learning approaches. This study, therefore, investigated the effects of collaborative learning styles on performance of students in a mobile learning environment. The specific purposes of this study are to: examine the difference in the performance of students in mobile learning platform; examine the difference in performance of students in the five collaborative learning styles; examine the significant difference in performance between collaborative and non-collaborative learning styles; and determine the effect of collaborative learning style on student’s performance in a mobile learning platform. Purposive sampling technique was used to choose 36 secondary school students as the sample. The study adopted a pretest-posttest experimental approach and subjects were randomly assigned into the five collaborative and one non-collaborative learning group. The groups were exposed to mobile learning on the mole concept (MLMC) in Chemistry. The results showed that there was significant gains regarding the difference between pretest and posttest scores of students in the mobile learning experience, and think-aloud-pair problem-solving technique is the most effective collaborative learning style. Also, all the collaborative learning styles are more effective for learning in a mobile learning environment compared to non-collaborative learning style.
Keywords: Collaborative learning, Mobile learning, Ubiquitous learning, Academice performance, Mole concept
Research Article
Tor Soderstrom, Lars Hall, Tore Nilsson, Jan Ahlqvist
CONT ED TECHNOLOGY, Volume 3, Issue 4, pp. 293-307
ABSTRACT
This study compares the influence of two learning conditions – a screen-based virtual reality radiology simulator and a conventional PowerPoint slide presentation – that teach radiographic interpretation to dental students working in small collaborative groups. The study focused on how the students communicated and how proficient they became at radiographic interpretation. The sample consisted of 36 participants – 20 women and 16 men – and used a pretest/posttest group design with the participants randomly assigned to either a simulation-training group (SIM) or conventional-training group (CON) with three students in each collaborative group. The proficiency tests administered before and after training assessed interpretations of spatial relations in radiographs using parallax. The training sessions were video-recorded. The results showed that SIM groups exhibited significant development between pretest and posttest results, whereas the CON groups did not. The collaboration in the CON groups involved inclusive peer discussions, thorough interpretations of the images, and extensive use of subject-specific terminology. The SIM group discussions were much more fragmented and included more action proposals based on their actions with the simulator. The different learning conditions produced different results with respect to acquiring understanding of radiographic principles.
Keywords: Educational computer based simulations, Collaborative learning, Health care education, 3D Simulations, Peer communication
Research Article
Jyoon Yoon, Lynn Brice
CONT ED TECHNOLOGY, Volume 2, Issue 3, pp. 250-263
ABSTRACT
This article reports a qualitative study on computer-supported collaborative learning during a multidisciplinary education project on environment. The water project is designed to provide the elementary teacher candidates opportunities to explore issues related to water and find solutions to them through the Internet. As a production of the water project, they created posters and fliers in a photograph application to educate people regarding water issues and discussed how their creations affected people’s awareness of water issues, using a web-discussion tool. The teacher candidates’ reflections revealed that the water project was a meaningful e-learning activity to raise awareness of the global water issues and create an opportunity for them to share their learning, incorporating science and social studies. This water project provided a computer-supported collaborative e-learning model for integrating science and social studies.
Keywords: E-learning, Computer supported learning, Collaborative learning, Integrated education, Science education, Social studies
Research Article
Tomas Cerny, Bozena Mannova
CONT ED TECHNOLOGY, Volume 2, Issue 2, pp. 163-173
ABSTRACT
To provide computer scientists with good materials and interesting topics in a class does not necessarily mean that their education is of a high quality, students need to be motivated and evolve skills needed in a real-life employment. Social skills, teamwork, collaboration and competition are valuable aspects they should know in other to become professionals. This paper presents a study with intention to improve education of computer science students in employment-like environments. The study utilizes experience with competitive and collaborative learning in education and Programming Olympiads. Multiple methodological aspects are applied and discussed with regard to students’ evaluation. The results show increased student motivation and interest in the course, which produces larger workload in the class.
Keywords: Competitive learning, Collaborative learning, Pace environment, Computer Science Education
Research Article
Hwee Ling Lim
CONT ED TECHNOLOGY, Volume 1, Issue 4, pp. 306-321
ABSTRACT
Sociocultural constructivism assumes that a learner’s capacity for intellectual growth increases with the presence of scaffolding or support during interaction. Moreover, from participating in dialogic interaction, there is appropriation of the knowledge shared and jointly created by learners which could transform individual understandings. Hence, interactions are opportunities for scaffolding and appropriation that affect intellectual development. This paper presents a study of an online course based on constructivist principles and evaluates the extent to which an instructional activity, supported by synchronous communication technology in a virtual environment, fosters collaborative learning. Survey findings on two student groups’ experiences of collaborative learning during online tutorials are presented. The results indicated that scaffolding was available as peers’ efforts in provision and clarification of ideas during tutorial discussions. Also, appropriation of shared knowledge was present as students’ perceptions of own attainment of learning from peer contributions during discussions. The conclusion discusses the effectiveness of the instructional activity in facilitating collaborative learning and offers recommendations for future research.
Keywords: Collaborative learning, Computer-mediated communication, Educational technology, Sociocultural constructivism, Virtual learning environment.
Research Article
Ming Nie, Paula Roush, Matthew Wheeler
CONT ED TECHNOLOGY, Volume 1, Issue 3, pp. 267-280
ABSTRACT
Second Life (SL) is an emerging technology in higher education. Academics are showing strong interest in it, but so far have more imaginative ideas about using it than experience of actual practice. This paper reports on a pilot study of using SL with six undergraduate students studying Digital Photography in October 2008 at the London South Bank University. The students took part in a group activity in SL that involved creating and manipulating virtual cubes, taking digital photos of avatars, putting these images onto the cubes and telling a story about them. The researchers used qualitative methods, namely personal interviews and a focus group. The findings illustrate benefits of SL for the subject of Digital Photography, particularly with regard to engaging students with active learning, gaining publicity for students as photographers and extending research into subcultures. The study demonstrates how SL can be used as a virtual space to create collaborative learning opportunities that might not be easy to generate in real life. It also examines the issue of user identity through avatars and its impact on group discussion. The paper showcases an example of SL being used for media and art education and offers insights into how this practice might be expanded and transferred to other disciplines and contexts in higher education.
Keywords: Second Life, Digital Photography, 3D Multi User Virtual Environments, Collaborative learning, Avatar identity