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We investigate a computer supported approach in which pairs co-con-struct a qualitative representation of the dynamics of the industrial revolution in a shared workspace. A key feature of this approach concerns the use of a meta-vocabulary for representing cause-and-effect relationships that facilitates the use of a predefined norm-representation to automatically steer the collaborative learning process. In particular, it provides focus on the set of ingredients that the learners should use. Additionally, the workspace offers each learner pair information about progress and content-related support. An evaluation study was executed in a real classroom. A workbook provided information for constructing the representation and gave advise on how to approach this task together. How-ever, most pairs took an alternative approach and divided their actions in the shared workspace in an unbalanced way. Three types of task division occurred that showed differences in the number of errors and the number of requests for support. From this result, we formulate future directions for the development of a pedagogical approach that stimulates collaborative learning with qualitative representations and the support offered by the software.
There is a wealth of research on computer-supported cooperative work (CSCW) that is neglected in computer-supported collaborative learning (CSCL) research. CSCW research is concerned with contextual factors, however, that may strongly influence collaborative learning processes as well, such as task characteristics, team formation, team members’ abilities and characteristics, and role assignment within a team. Building on a critical analysis of the degree to which research on CSCW translates to CSCL, this article discusses the mediating variables of teamwork processes and the dynamics of learning-teams. Based on work-team effectiveness models, it presents a framework with key variables mediating learning-team effectiveness in either face-to-face or online settings within the perspective of learning-team development.
This case study illustrates the sequential process of the joint and individual knowledge elaboration in a computer-supported collaborative learning (CSCL) environment. The case comprised an Internet-based physics problem-solving platform. Six Dutch secondary school students (three males, three females) participated in the three-week experiment. They were paired based on self-selection. Each dyad was asked to collaborate on eight moderately structured problems concerning Newtonian mechanics. Their online interactions, including their textual and pictorial messages, were categorized and sequentially plotted. The three dyads showed three different collaboration patterns in terms of joint and individual knowledge elaboration.
Project aimsNorthSEE aims to achieve greater coherence in Maritime Spatial Planning (processes; MSP) and in Maritime Spatial Plans (outcomes/solutions), capturing synergies and preventing incompatibilities in the North Sea Region (NSR). The project seeks to create better conditions for sustainable development of the area in the fields of shipping, energy and environmental protection. NorthSEE is possible thanks to the financial support from the Interreg North Sea Region programme of the European Union (European Regional Development Fund).Project tasks and resultsTo suggest a multi-level coordination framework capable of supporting ongoing coordination in MSP across the NSR in the long term. To develop an information and planning platform for MSP, enabling planners and stakeholders to share evidence for MSP and test different planning options in the form of scenarios based on real data. The MSP Challenge computer-supported simulation game will became this platform. To increase the capacity of stakeholders in key transnational sectors to actively contribute to MSP To align approaches for taking into account wider environmental issues in MSP To facilitate greater transnational coherence in MSP with respect to offshore energy infrastructure To achieve greater transnational coherence in using MSP to support environmental protection objectives. To facilitate greater transnational coherence in MSP with respect to shipping routes.Our roleThe Academy for Digital Entertainment (ADE) of Breda University of Applied Sciences is a full partner in this project. ADE is responsible for designing and developing the MSP Challenge simulation game concerning the NSR, as well as facilitating its application, all with the aim of developing insights befitting the project aims and thus Maritime Spatial Planning in the North Sea Region (see task 2). We therefore work closely with all NorthSEE partners to define the right requirements and ensure that the simulation game fulfills them. Multiple MSP Challenge sessions are planned to help develop insightful future scenarios and useful planning solutions for the NSR. More information about MSP Challenge is available on NorthSEE (https://northsearegion.eu/northsee) and on its own website (https://www.mspchallenge.info/).
The PANEURAMA project aims to address the mismatches between the output of HEI/VETs and the needs of the industry in the fields of animation, computer games and VFX. It consists of a network of HEIs and VETs in Europe as well as field-relevant industry partners, and is supported by a range of strong associated partners. The hope is to better prepare students and graduates for the emerging needs of their prospective careers, and in doing so building resilience into the European animation, gaming, and media arts sectors.Societal IssueStudents that are insufficiently prepared for their working fields limit the creativity of the sector, are stressed in their workplaces, and create economic problems.Benefit to societyHealthier cultural and creative sectors are a sign of a strong society, with benefits for mental health, cultural harmony, and positive economic impacts.