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Learning & Educational Technology Research Unit Faculty of Education University of Oulu, Finland OVERVIEW: Education is always a unique combination of technological, social, and educational contexts and affordances. Classical educational contexts, for example, are often competitive (educational) and individual (social), with students working at their own place on their own (physical and technical). Group learning, on the other hand, makes use of collaborative or cooperative pedagogies (educational), in groups (social), and provides a group workspace with the necessary assortment of materials (physical and technical). CSCL represents yet another learning situation. The educational context is collaborative, the social context is the group, and the technological context is a computer-mediated setting. (P . Kirschner, Strijbos, Karel Kreijns, & Beers, 2004)
Figure 1 - Usefulness is determined by various types of affordances (P. Kirschner et al., 2004)
A. Technological affordances:
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Support material for students participating in Introduction to Learning and Educational Technology course. Learning & Educational Technology Research Unit Faculty of Education University of Oulu, Finland
http://jarinopetus.wordpress.com
Support material for students participating in Introduction to Learning and Educational Technology course. Learning & Educational Technology Research Unit Faculty of Education University of Oulu, Finland
http://jarinopetus.wordpress.com
Support material for students participating in Introduction to Learning and Educational Technology course. Learning & Educational Technology Research Unit Faculty of Education University of Oulu, Finland o Predictability: the quality of a situation that allows those in that situation to foretell that - on the basis of observation, experience, or scientific reason - an expected outcome will turn out to be the actual outcome. Examples of social actions (Hanrahan, Ahuja, Perez-Quinones, & Kavanaugh, 2011) o social browsing and searching in the context of Facebook, but the concepts are generalizable to SNSs. o Interaction - We include any kind of direct interaction between two or more individuals via the medium of the social network site in our definition of interaction. Sharing Content - Several social network sites are centered around the activity of users sharing content - YouTube and Flickr being popular mainstream examples. Collaboration - The concept of working together towards a common goal, or Collaboration, has a cyclic cause-effect relationship with social capital - both are beneficial to each other. Examples of social Features (Hanrahan et al., 2011) o Tagging - Web-based tagging systems let users annotate a particular resource, such as a web page, a blog post, an image, or about any object with a freely chosen set of keywords. Tags usually support finding and sharing content. o Activity Streams - Are flowing commentaries on users actions on the different sections of the site and are an effective way of discovering content. User Profiles - User profiles are central to the concept of a Social Networking Site. Profiles provide users their identity on the system, and aid in discovery of common interests and articulating relationships. Comments - Comments are the primary conversational medium on SNSs, and often express social relationships. Ratings and Votes - Ratings are a fundamental component of reputation systems for users of SNSs. These reputation systems hold value in certain areas and have been found to facilitate interaction, trust, and limit aversive behavior.
References
Hanrahan, B., Ahuja, S., Perez-Quinones, M., & Kavanaugh, A. (2011). Evaluating software for communities using social affordances. Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA 11 (p. 1621). New York, New York, USA: ACM Press. doi:10.1145/1979742.1979818 Kirschner, P. (2002). Can we support CSCL? Educational, social and technological affordances for learning. (Paul A Kirschner, Ed.)Three Words of CSCL Can we Support CSCL. Open Universiteit Nederland. Retrieved from http://www.ou.nl/Docs/Expertise/NELLL/publicaties/Three%20worlds%20of%20CSCL %20Can%20we%20support%20CSCL.pdf Kirschner, P., Strijbos, J.-W., Kreijns, Karel, & Beers, P. J. (2004). Designing electronic collaborative learning environments. Educational Technology Research and Development, 52(3), 47-66. Springer Boston. doi:10.1007/BF02504675 Kreijns, K, & Kirschner, P A. (2002). The Sociability of Computer-Supported Collaborative Learning Environments. (R. Bromme, F. W. Hesse, & H. Spada, Eds.)Educational Technology & Society, 5(1), 822. Springer. Retrieved from http://www.ifets.info/journals/5_1/kreijns.html
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Support material for students participating in Introduction to Learning and Educational Technology course. Learning & Educational Technology Research Unit Faculty of Education University of Oulu, Finland Mcloughlin, C., & Lee, M. J. W. (2007). Social software and participatory learning Pedagogical choices : with technology affordances in the Web 2 . 0 era Introduction: Social trends and challenges. Current, 664-675. Retrieved from http://www.edna.edu.au/edna/referral/advsearch/http://www.ascilite.org.au/conferences/singapore07/ procs/mcloughlin.pdf Nielsen, J. (1994). Heuristic evaluation. In J Nielsen & R. L. Mack (Eds.), Usability Inspection Methods (Vol. 17, pp. 25-62). John Wiley & Sons, Inc. doi:10.1089/tmj.2010.0114 Thompson, A.-J., & Kemp, E. A. (2009). Web 2.0: extending the framework for heuristic evaluation. Proceedings of the 10th International Conference NZ Chapter of the ACMs Special Interest Group on Human-Computer Interaction - CHINZ '09 (pp. 29-36). New York, New York, USA: ACM Press. doi:10.1145/1577782.1577788
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