Laboratory for Interactive Learning Technologies

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The Laboratory for Interactive Learning Technologies (LILT), a research group in the Department of Information and Computer Sciences (ICS) of the University of Hawaii at Manoa, [1] pursues a diverse portfolio of cognitive science, human-computer interaction, and social sciences approaches to technology-supported learning, collaboration and online communities. Currently LILT has a strong focus on studying how technology affordances support social processes of learning, ranging from the meaning-making dialogues of small groups to supporting reflective practice in online communities. LILT members are also pursuing new directions in wireless and mobile technologies for education.

The Collaborative Representations project, led by LILT director Dr. Daniel Suthers examines how participants appropriate and are influenced by the affordances of collaborative learning software, and develops strategies for embedding such technologies in educational practice. Dr. Violet Harada and Dr. Suthers co-direct Hawaii Networked Learning Communities (HNLC), studying the use of online community software in support of educators distributed throughout the islands. The software is also being applied to university teaching, with the assistance of Dr. Samuel Joseph and several students. Dr. Joseph leads projects related to wireless and mobile technologies in learning, including second language vocabulary learning and next generation wireless applications. LILT also supports education and outreach efforts related to the marine ecosystems of Hawaii.

Situated halfway between North America and Asia, LILT maintains relationships with both geographic communities of researchers. For example, Dr. Suthers serves on committees of the Asia-Pacific Society for Computers in Education (APSCE) and the International Society of the Learning Sciences (ISLS). [2] He is executive associate editor of the APSCE journal Research and Practice in Technology Enhanced Learning and associate editor of the ISLS International Journal of Computer Supported Collaborative Learning. Dr. Samuel Joseph is a former resident of Japan and continues to collaborate with Japanese companies. Ravi Vatrapu's research explores the influence of culture on the interpretation and use of social affordances of online learning environments.

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Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.

<span class="mw-page-title-main">Social network analysis</span> Analysis of social structures using network and graph theory

Social network analysis (SNA) is the process of investigating social structures through the use of networks and graph theory. It characterizes networked structures in terms of nodes and the ties, edges, or links that connect them. Examples of social structures commonly visualized through social network analysis include social media networks, meme spread, information circulation, friendship and acquaintance networks, peer learner networks, business networks, knowledge networks, difficult working relationships, collaboration graphs, kinship, disease transmission, and sexual relationships. These networks are often visualized through sociograms in which nodes are represented as points and ties are represented as lines. These visualizations provide a means of qualitatively assessing networks by varying the visual representation of their nodes and edges to reflect attributes of interest.

Fle3 is a Web-based learning environment or virtual learning environment. More precisely Fle3 is server software for computer supported collaborative learning (CSCL).

Learning sciences (LS) is an interdisciplinary field that works to further scientific, humanistic, and critical theoretical understanding of learning as well as to engage in the design and implementation of learning innovations, and the improvement of instructional methodologies. LS research traditionally focuses on cognitive-psychological, social-psychological, cultural-psychological and critical theoretical foundations of human learning, as well as practical design of learning environments. Major contributing fields include cognitive science, computer science, educational psychology, anthropology, and applied linguistics. Over the past decade, researchers have expanded their focus to include the design of curricula, informal learning environments, instructional methods, and policy innovations.

A collaboratory, as defined by William Wulf in 1989, is a “center without walls, in which the nation’s researchers can perform their research without regard to physical location, interacting with colleagues, accessing instrumentation, sharing data and computational resources, [and] accessing information in digital libraries”.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology.

Social affordance is a type of affordance. It refers to the properties of an object or environment that permit social actions. Social affordance is most often used in the context of a social technology such as Wiki, Chat and Facebook applications and refers to sociotechnical affordances. Social affordances emerge from the coupling between the behavioral and cognitive capacities of a given organism and the objective properties of its environment.

Group cognition is a social, largely linguistic phenomenon whereby a group of people produce a sequence of utterances that performs a cognitive act. That is, if a similar sequence was uttered or thought by an individual it would be considered an act of cognition or thinking. The group can be a small group, such as 3–5 people talking together or working together online. The group can also be a larger collective, such as a classroom of students or a global community contributing asynchronously to an extended discourse on a problem or topic or to a knowledge repository like Wikipedia. The theory of group cognition is a postcognitivism philosophy, which considers a larger unit of analysis than an individual mind as a producer of cognitive activities such as creative problem solving.

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. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

A Knowledge Building Community (KBC) is a community in which the primary goal is knowledge creation rather than the construction of specific products or the completion of tasks. This notion is fundamental in Knowledge building theory. If knowledge is not realized for a community then we do not have knowledge building. Examples of KBCs are

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<span class="mw-page-title-main">Progressive inquiry</span>

Progressive inquiry is a pedagogical model which aims at facilitating the same kind of productive knowledge practices of working with knowledge in education that characterize scientific research communities. It is developed by Professor Kai Hakkarainen and his colleagues in the University of Helsinki as a pedagogical and epistemological framework to support teachers and students in organizing their activities for facilitating expert-like working with knowledge.

Mobile-assisted language learning (MALL) is language learning that is assisted or enhanced through the use of a handheld mobile device.

Assessment in computer-supported collaborative learning (CSCL) environments is a subject of interest to educators and researchers. The assessment tools utilized in computer-supported collaborative learning settings are used to measure groups' knowledge learning processes, the quality of groups' products and individuals' collaborative learning skills.

Intercultural communicative competence in computer-supported collaborative learning is the application of computer-supported collaborative learning (CSCL) to provide intercultural communicative competence (ICC) to its users.

<span class="mw-page-title-main">PlayPower</span>

PlayPower is a non-profit organization designed to create free educational computer software for low income families in India and other developing countries. After 2012 the project was reformed as PlayPower Labs, LLC, which focuses now on educational games for mobile platforms.

Positive interdependence is an element of cooperative and collaborative learning where members of a group who share common goals perceive that working together is individually and collectively beneficial, and success depends on the participation of all the members.

Mobile computer-supported collaborative learning may have different meanings depending on the context in which it is applied. Mobile CSCL includes any in-class and out-of-class use of handheld mobile devices such as cell phones, smart phones, and personal digital assistants (PDAs) to enable collaborative learning.

Distributed Collaboration is a way of collaboration wherein participants, regardless of their location, work together to reach a certain goal. This usually entails use of increasingly popular cyberinfrastructure, such as emails, instant messaging and document sharing platforms to reduce the limitations of the users trying to work together from remote locations by overcoming physical barriers of geolocation and also to some extent, depending on the application used, the effects of working together in person. For example, a caller software that can be used to bring all collaborators into a single call-in for easier dissemination of ideas.

An online discussion platform is an online platform that allows for, or is built specifically for, online discussion.

References

  1. Stahl, Gerry (2002). Computer Support for Collaborative Learning: Foundations for a Cscl Community (Cscl 2002 Proceedings). Psychology Press. p. 705. ISBN   9780805844436.
  2. Okada, Alexandra (2014). Knowledge Cartography: Software Tools and Mapping Techniques. Springer. p. 527. ISBN   9781447164708.