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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.).
Four corners is a collaborative method of teaching and learning that gives the students a platform for various cognitive and affective learnings. This strategy helps the students to think at a higher level, reflect on what they have learned in class, voice opinions safely, learn to critique on various issues, evaluate certain solutions, and communicate better.
Collaborative pedagogy strives to maximize critical thinking, learning, and writing skills through interaction and interpersonal engagement. [2] Collaborative pedagogy also connects to the broader theory of collaborative learning, which encompasses other disciplines including, but not limited to, education, psychology, and sociology.
Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence."
Reverse Jigsaw is a cooperative learning technique used in classroom settings. Students are broken up into groups and given a task or topic to discuss, which is afterwards presented to the class by a chosen member of each group.
Collaboration establishes a personal connection between students and the topic of study and it helps students think in a less personally biased way. Group projects and discussions are examples of this teaching method. Teachers may employ collaboration to assess student's abilities to work as a team, leadership skills, or presentation abilities ...
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]
An example of a joint reward would be if everyone on the team received a bonus if all team members reach a specified score on a test. Dividing resources and roles among team members will force the participants to share their individual information or tool to achieve a common goal, and thus promote positive interdependence.
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