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Others, like Emma Blakey, a PhD researcher in developmental psychology at the University of Sheffield in England, question whether a greater reliance on video games is in students' best interests, indicating there is little proof that skillful game play translates into better test scores or broader cognitive development.
Collaborative learning is a situation in which two or more people learn or attempt to learn something together. [1] Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills (asking one another for information, evaluating one another's ideas, monitoring one another's work, etc.).
Collaboration by chance is the most basic model and underlies all four. The team is a random pick of whoever is available without any specific regard for the skills or needs of each member. Acuity Collaboration by acuity establishes a team with balanced skill sets. The goal is to pick team members so each of the four acuities exist on the team.
Within game-based learning initiatives, students might use Gamestar Mechanic or GameMaker to create their own video game or explore and create 3D worlds in Minecraft. In these examples, the learning agenda is encompassed within the game itself. Some authors contrast gamification of learning with game-based learning.
Research at this time focused on textual communication, as there was little or no exchange of audio and video representations. Some researchers, such as Brenda Laurel , emphasized how similar online dialogue was to a play , and applied Aristotle 's model of drama to their analysis of computers for collaboration.
Research suggests that through extended connections, reflections, and online discourse, OCoPs can support the growth of a collective community identity. [17] OCoPs provide a virtual space for people who might otherwise never meet, in which they can collaborate and participate in shared activities related to the group's interests and goals. [1]
Some research has looked at the users of online communities. Amy Jo Kim has classified the rituals and stages of online community interaction and called it the "membership life cycle". [25] Clay Shirky talks about communities of practice, whose members collaborate and help each other in order to make something better or improve a certain skill ...
Virtual collaboration is widely used in corporate businesses for its efficiency, innovation, and ability to gain or keep competitive advantages in the market. Businesses commonly use virtual collaboration technology to facilitate problem solving between teams within the company, and also to collaborate with other companies.