Draft Version – Originally published in:
Computer-Assisted Teaching: New Developments;
Brayden A. Morris andGeorge M. Ferguson (Ed.); 2010; ISBN: 978-1-60876-855-4; p. 151-156
working together. The online communication is not always, but often asynchronous;(ii)
Blended learning settingThe learners meet in reality and additionally online but normally not parallel. The onlinecommunication usually is asynchronous;(iii)
Classroom group work setting - with 10 to 25 learnersEvery learner additionally and parallel to “real” communication participates throughnetworked computers or mobile phones on the group interaction(iv)
Lecture hall learning settingThe learners use networked computers or mobile phones to facilitate interaction andfeedback loops in big groups of more than 40 people parallel to a (interactive) lecture.Besides these settings, which are institutionally organised and known as “formal” learning settings,cooperative learning also occurs in informal, self organised or incidental learning while beingonline. Learning can be initiated and supported by being actively involved in a community of learners or interests; it can also be the result of (or reflection on) things seen or done incollaboration with others, more loosely connected persons in the Web, such as unknown or anonymous editors of a Wikipedia page. (Informal) online learning communities and groups areusing different tools or platforms in the Web. Nevertheless, there are some Websites that areexplicitly developed for cooperative learning: Grockit
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develops a learning game; Livemocha
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andBusuu.com
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are language learning platforms where every learner serves as a teacher in her/hisnative language.In the following, we concentrate on formally arranged cooperative learning settings in the field of higher education. In general, the following examples and descriptions cannot be seen as usual practice in higher education nor for current students’ abilities and experiences within the Web (cf.Ebner Schiefner & Nagler, 2008a; Jadin & Zöserl, 2009; Nagler & Ebner, 2009). The majority of these examples are innovative and not common experiences in current higher education. In thefollowing, we introduce typical applications and (first) experiences in higher education according tothe above mentioned three types of characteristics of Social Software, which are communication,collaboration and collaborative enrichment. The focus of this contribution is not to describe thesetools in detail, but to give some examples how they can be used for different settings of cooperativelearning in higher education.
Social presence and communication
The first sort of applications, which can be used for cooperative learning settings, allows tocommunicate or (at least) to indicate presence, for example a current status or mood. In 1968Licklider (Licklider & Taylor, 1968) pointed out that “men will be able to communicate moreeffectively through a machine than face to face” and without having any idea of today’s WorldWide Web, he noticed the growing importance of communication through a large network of connected devices. With regard to learning it can be stated that learning is an active process on the part of the learner, where knowledge and understanding is constructed by the learner (Soloway &Bielaczyc, 1996; Holzinger, 2002) and moreover it must strongly be considered as social process:learning proceeds by and through communication (Preece, 2000). Vygotsky (Vygotsky, 1978)mentioned in his theory about interaction and learning that problem solving and similar approachesoccur under guidance or in collaboration with capable peers. With other words it can besummarized that education must be seen as collaborative process, which is proceeded through
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http://grockit.com/(last view: August 2009)
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http://www.livemocha.com/(last view: August 2009)
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http://www.busuu.com/de(last view: August 2009)
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