首页> 外文期刊>Behaviour & Information Technology >Promoting collaborative skills in online university: comparing effects of games, mixed reality, social media, and other tools for ICT-supported pedagogical practices
【24h】

Promoting collaborative skills in online university: comparing effects of games, mixed reality, social media, and other tools for ICT-supported pedagogical practices

机译:促进在线大学中的协作技能:比较游戏,混合现实,社交媒体和其他由ICT支持的教学实践工具的效果

获取原文
获取原文并翻译 | 示例

摘要

This article analyses the development of collaborative skills through nine tools for information and communication technologies (ICT)-supported pedagogical practices, which are used in online universities. Using survey data for 930 online students at the Open University of Catalonia and partial least squares path modelling estimation techniques, three main findings emerged from the study. First, collaborative skills are directly explained by gamification and the use of mixed reality and social media in a socio-technical online learning context. Second, other tools for ICT-supported pedagogical practices (media content, wikis, open educational resources, personal webpages, personal cloud, and sharing files with fellow students and lecturers on the cloud) are not significant on collaborative skills development, when compared to use of games, mixed reality, and social media. Third, the analysis of indirect effects suggests that all four socio-technical factors (ICT, learning tasks, students, and organisation) existing in online university play a decisive, positive and significant role in collaborative skills development. Finally, these results are shown in science, technology, engineering, and mathematics (STEM) and non-STEM studies. Thus, gamification, mixed reality, and sharing files are significant ICT-supported pedagogical practices in STEM studies. On the other hand, gamification is the only significant tool in non-STEM studies. Results are very useful for new approaches to design a framework for learning-team effectiveness in computer-supported collaborative learning.
机译:本文通过在线大学中使用的九种信息和通信技术(ICT)支持的教学实践工具,分析了协作技能的发展。使用加泰罗尼亚开放大学930名在线学生的调查数据和偏最小二乘路径建模估计技术,该研究得出了三个主要发现。首先,可以通过游戏化以及在社会技术在线学习环境中使用混合现实和社交媒体来直接解释协作技能。其次,与使用ICT相比,用于ICT支持的教学实践的其他工具(媒体内容,Wiki,开放式教育资源,个人网页,个人云以及与同学和讲师在云上共享文件)对协作技能的开发并不重要。游戏,混合现实和社交媒体。第三,对间接影响的分析表明,在线大学中存在的所有四个社会技术因素(ICT,学习任务,学生和组织)在协作技能开发中起着决定性,积极和重要的作用。最后,这些结果显示在科学,技术,工程和数学(STEM)和非STEM研究中。因此,游戏化,混合现实和共享文件是STEM研究中由ICT支持的重要教学实践。另一方面,游戏化是非STEM研究中唯一重要的工具。结果对于设计计算机支持的协作学习中的学习团队有效性框架的新方法非常有用。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号