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by: Meldred Macul Laping
Collaborative Learning
• Computer-supported collaborative
learning (CSCL) uses instructional
methods designed to encourage or
require students to work together
on learning tasks.
• CSCL is similar in concept to the
terminology, “e-learning 2.0” and
“networked collaborative
learning”(NCL)
• Collaborative learning is
distinguished from
traditional approaches to
instruction in which
teachers are the primary
source of knowledge and
skills.
• For example, the new "e-learning
1.0" refers to the direct transfer
method in learning and computer-
based training (CAL). In contrast
to the linear transmission of
content, often directly from the
instructor, CSCL using blogs,
wikis, and cloud-based document
portal (such as Google Docs and
Dropbox).
• One example is MathChat,
which allows problem-solving
and cooperative response to
feedback (MathChat, 2015).
Some applications may also
provide an opportunity to
revise or learn new topics
independently in a classroom
simulation.
• It has the advantage of
combining learning styles as the
app offers more videos for
visual and auditory learners, as
well as training and tasks to
complete for kinesthetic
learners. Other applications
designed after the game,
providing a fun way to check.
When the experience is fun the
students become more involved.
• Classroom 2.0 refers to various online
user virtual environments (mauves)
connecting schools in geographic
boundaries. Known as "eTwinning",
computer-supported collaborative
learning (CSCL) allow students in the
school to communicate with students in
another that they would not get to know
otherwise (Scuola-digitale.it., 2013), to
improve educational outcomes and
cultural integration. Examples of classes
application is 2,0 Blogger and Skype
(Pumila, 2012).
C
L
A
S
S
2.
0
• E-learning 2.0 is a kind of
collaborative learning (CSCL),
which supported the computer
system developed by the
emergence of Web 2.0 (Karrer,
2007). From the perspective 2.0
e-learning, e-learning system is
based on conventional teaching
package, which is delivered to
students using assignments.
E-
L
E
A
R
N
I
N
G
2.0
• In addition to virtual classroom
environments, social networks have
become an important part of the E-
learning 2.0. Social networks have been
used to foster online learning
communities around subjects as diverse
as test preparation and language
education (Manprit, 2011). Mobile
Assisted Language Learning (MALL) is
the use of handheld computers or cell
phones to assist in language learning.
• Virtual Learning Environments (VLEs)
and Personal Learning Environments
(PLE’s) provides an easy to use system
to deliver flexible learning materials,
activities and support to students in all
institutions. Administrators, a VLE
provides a set of tools that allow
students to course content and will be
managed efficiently and provide a single
point of integration with student
records system (Mohammed, 2009).
• How does technology
fit in a collaborative
learning environment
?
• What does that
mean?
Technology and
Collaborative
Learning
• The use of Smart Boards,
interactive whiteboards, the
Internet, and projectors hooked
to laptops, facilitate the way we
distribute the content that is to
be learned. They also open up
avenues for each student to
search and discover on their own
given the lessons parameters.
How It Works
• Students can use computers
and software programs to
create podcasts for reports,
PowerPoint for presentations,
and even music software to
write or download their own
music into their work.
• The teacher uses technology to
share and demonstrate lessons in a
way that is both interactive and
collaborative, and keeps the student
engaged both physically and
mentally. Technology should be seen
as a partner in the new educational
environment. It can, and does, make
the classroom truly global in both its
discovery and its learning.
Benefits of Collaborative
Learning
• Development of higher level thinking skills
• Creates an environment of active, involved,
exploratory learning
• Students explore alternate problem
solutions in a safe environment
• Addresses learning style differences
among students
• Classroom resembles real life social and
employment situations
Challenges of Collaborative
Learning
For instructor
Extensive revision of syllabus to
account for increase in group work
Revision of time allocation for
assignments
Adaptations to changing role that
increase student responsibility for own
learning
For students
Adjustments to group work format
Time management issues involved with
working around group member’s
schedules
Increased responsibility for own
learning
Classrooms set-up for teacher-
centered/lectures
Conversion from competitive to
cooperative nature

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Collaborative learning

  • 2.
  • 3. Collaborative Learning • Computer-supported collaborative learning (CSCL) uses instructional methods designed to encourage or require students to work together on learning tasks. • CSCL is similar in concept to the terminology, “e-learning 2.0” and “networked collaborative learning”(NCL)
  • 4. • Collaborative learning is distinguished from traditional approaches to instruction in which teachers are the primary source of knowledge and skills.
  • 5. • For example, the new "e-learning 1.0" refers to the direct transfer method in learning and computer- based training (CAL). In contrast to the linear transmission of content, often directly from the instructor, CSCL using blogs, wikis, and cloud-based document portal (such as Google Docs and Dropbox).
  • 6. • One example is MathChat, which allows problem-solving and cooperative response to feedback (MathChat, 2015). Some applications may also provide an opportunity to revise or learn new topics independently in a classroom simulation.
  • 7. • It has the advantage of combining learning styles as the app offers more videos for visual and auditory learners, as well as training and tasks to complete for kinesthetic learners. Other applications designed after the game, providing a fun way to check. When the experience is fun the students become more involved.
  • 8. • Classroom 2.0 refers to various online user virtual environments (mauves) connecting schools in geographic boundaries. Known as "eTwinning", computer-supported collaborative learning (CSCL) allow students in the school to communicate with students in another that they would not get to know otherwise (Scuola-digitale.it., 2013), to improve educational outcomes and cultural integration. Examples of classes application is 2,0 Blogger and Skype (Pumila, 2012). C L A S S 2. 0
  • 9. • E-learning 2.0 is a kind of collaborative learning (CSCL), which supported the computer system developed by the emergence of Web 2.0 (Karrer, 2007). From the perspective 2.0 e-learning, e-learning system is based on conventional teaching package, which is delivered to students using assignments. E- L E A R N I N G 2.0
  • 10. • In addition to virtual classroom environments, social networks have become an important part of the E- learning 2.0. Social networks have been used to foster online learning communities around subjects as diverse as test preparation and language education (Manprit, 2011). Mobile Assisted Language Learning (MALL) is the use of handheld computers or cell phones to assist in language learning.
  • 11. • Virtual Learning Environments (VLEs) and Personal Learning Environments (PLE’s) provides an easy to use system to deliver flexible learning materials, activities and support to students in all institutions. Administrators, a VLE provides a set of tools that allow students to course content and will be managed efficiently and provide a single point of integration with student records system (Mohammed, 2009).
  • 12. • How does technology fit in a collaborative learning environment ? • What does that mean? Technology and Collaborative Learning
  • 13. • The use of Smart Boards, interactive whiteboards, the Internet, and projectors hooked to laptops, facilitate the way we distribute the content that is to be learned. They also open up avenues for each student to search and discover on their own given the lessons parameters.
  • 14. How It Works • Students can use computers and software programs to create podcasts for reports, PowerPoint for presentations, and even music software to write or download their own music into their work.
  • 15. • The teacher uses technology to share and demonstrate lessons in a way that is both interactive and collaborative, and keeps the student engaged both physically and mentally. Technology should be seen as a partner in the new educational environment. It can, and does, make the classroom truly global in both its discovery and its learning.
  • 16. Benefits of Collaborative Learning • Development of higher level thinking skills • Creates an environment of active, involved, exploratory learning • Students explore alternate problem solutions in a safe environment • Addresses learning style differences among students • Classroom resembles real life social and employment situations
  • 17. Challenges of Collaborative Learning For instructor Extensive revision of syllabus to account for increase in group work Revision of time allocation for assignments Adaptations to changing role that increase student responsibility for own learning
  • 18. For students Adjustments to group work format Time management issues involved with working around group member’s schedules Increased responsibility for own learning Classrooms set-up for teacher- centered/lectures Conversion from competitive to cooperative nature

Editor's Notes

  1. For examples:
  2. The game also usually come with a sense of development, which can help keep students motivated and consistent when trying to improve. Examples of educational games is Dragon Box, Mind Snacks, Code spells and more (News.uci.edu., 2015).
  3. Tasks that have been evaluated by the teacher. On the other hand, places the new e-learning increased emphasis on social learning and the use of social software such as blogs, wikis, podcasts and virtual worlds such as Second Life (Redecker, 2009). This phenomenon has been referred to as the Long Tail Learning. E-learning 2.0, in contrast to e-learning systems not based on CSCL, assumes that knowledge (as meaning and understanding) is socially constructed. Learning takes place through conversations about content and interaction depth of the problem and action.
  4. Traditional educators may discourage social networking unless they are communicating with their friends own (Crane, 2009).
  5. The foundation of any collaborative learning environment is the sharing of information and the formation of individual discovery through group discussion and shared practice. it means given the right tools and information for discovery, students can actively engage in their own learning. The teacher becomes the conduit, or captain of the ship, for the purpose of steering and maintaining due course.
  6. Technology integration enhances not only the learning but the creative critical thinking that moves each student to the top of desired learning outcomes.