Synchronous computer-mediated communication

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Synchronous conferencing or synchronous computer-mediated communication (SCMC) is any form of computer-mediated communication that occurs in real-time; that is, there is no significant delay between sending and receiving messages. [1] SCMC includes real-time forms of text, audio, and video communication. SCMC has been highly studied in the context of e-learning. [2]

Contents

Synchronous conferencing protocols include:

Types

According to the type of media used, synchronous conferencing can be divided into [2]

According to the number of access point used, synchronous conferencing can be divided into

Synchronous vs asynchronous conferencing

Both synchronous and asynchronous conferencing are online conferencing where the participants can interact while being physically located at different places in the world. Asynchronous conferencing allows the students to access the learning material at their convenience while synchronous conferencing requires that all participants including the instructor and the students be online at the time of the conference. [2]

While synchronous conferencing enables real-time interaction of the participants, asynchronous conferencing allows participants to post messages and others can respond to it at any convenient time. Sometimes a combination of both synchronous and asynchronous conferencing is used. Both methods give a permanent record of the conference. [3]

Methods

Some of the methods used in synchronous conferencing are:

Critical factors for effective implementation

There are four critical factors identified for implementing synchronous conferencing for effective instruction to the students [2]

Synchronous conferencing in higher education

Synchronous conferencing in education helps in the delivery of content through digital media. Since this is real-time teaching, it also brings the benefits of face-to-face teaching in distance learning. [5] Many higher education institutions offer well-designed quality e-learning opportunities. Some of the advantages of synchronous conferencing in education are: [6] [7]

Implementation of educational technology

The tools for implementing synchronous conferencing depend on the type of educational problem addressed. This is in turn decides the method of synchronous conferencing to be used and the tool to be used in the learning context. The tool selected addresses the problem of improving the learning outcomes which cannot be solved with an asynchronous environment. There are many tools and platforms available for synchronous conferencing. [6]

The selection of tools and platforms also depends on the group size which depends on the activity for the course design.

Limitations

Some limitations for synchronous conferencing in learning are: [6] [8]

See also

Related Research Articles

In telecommunications, asynchronous communication is transmission of data, generally without the use of an external clock signal, where data can be transmitted intermittently rather than in a steady stream. Any timing required to recover data from the communication symbols is encoded within the symbols.

Distance education, also known as distance learning, is the education of students who may not always be physically present at school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology-mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and the Internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional offline classroom instruction. Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning).

<span class="mw-page-title-main">Online chat</span> Real-time texting over the internet

Online chat is any kind of communication over the Internet that offers a real-time transmission of text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. Online chat may address point-to-point communications as well as multicast communications from one sender to many receivers and voice and video chat, or may be a feature of a web conferencing service.

Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities to learn. An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-to-one, one-to-many, or many-to-many.

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats, it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.

<span class="mw-page-title-main">Asynchronous learning</span> Learning that occurs on each individual students time

Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions. This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network.

<span class="mw-page-title-main">Web conferencing</span> Online interaction and collaborative

Web conferencing is used as an umbrella term for various types of online conferencing and collaborative services including webinars, webcasts, and web meetings. Sometimes it may be used also in the more narrow sense of the peer-level web meeting context, in an attempt to disambiguate it from the other types known as collaborative sessions. The terminology related to these technologies is exact and agreed relying on the standards for web conferencing but specific organizations practices in usage exist to provide also term usage reference.

A learning management system (LMS) or virtual learning environment (VLE) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. The learning management system concept emerged directly from e-Learning. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s. LMSs have been adopted by almost all higher education institutions in the English-speaking world. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.

<span class="mw-page-title-main">Online school</span> School that teaches students entirely or primarily online or through the Internet

An online school teaches students entirely or primarily online or through the Internet. It has been defined as "education that uses one or more technologies to deliver instruction to students who are separated from the instructor and to support regular and substantive interaction between the students. Online education exists all around the world and is used for all levels of education. This type of learning enables the individuals to earn transferable credits, take recognized examinations, and advance to the next level of education over the Internet.

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. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

Synchronous learning refers to a learning event in which a group of students are engaging in learning at the same time. Before learning technology allowed for synchronous learning environments, most online education took place through asynchronous learning methods. Since synchronous tools that can be used for education have become available, many people are turning to them as a way to help decrease the challenges associated with transactional distance that occurs in online education. Several case studies that found that students are able to develop a sense of community over online synchronous communication platforms.

<span class="mw-page-title-main">Lyceum (software)</span>

Lyceum is a synchronous computer-mediated communication (CMC) software which allows groups of people to speak to one another in real time over the Internet using Voice over IP conferencing.

Asynchronous conferencing or asynchronous computer-mediated communication is the formal term used in science, in particular in computer-mediated communication, collaboration and learning, to describe technologies where there is a delay in interaction between contributors. It is used in contrast to synchronous conferencing, which refers to various "chat" systems in which users communicate simultaneously in "real time".
Especially in computer-mediated communication, it is emerging as a tool that can create opportunities for collaboration and support the inquiry process. In this form of communication, face-to-face conversation is not required, and the conversation can last for a long time. It has mostly been useful for online discussions and idea sharing which can be used for learning purpose or for solving problems over geographically diverse work-field.

<span class="mw-page-title-main">Social information processing (theory)</span> Theory of human interactions

Social information processing theory, also known as SIP, is a psychological and sociological theory originally developed by Salancik and Pfeffer in 1978. This theory explores how individuals make decisions and form attitudes in a social context, often focusing on the workplace. It suggests that people rely heavily on the social information available to them in their environments, including input from colleagues and peers, to shape their attitudes, behaviors, and perceptions.

Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. Research on social presence theory has recently developed to examine the efficacy of telecommunications media, including SNS communications. The theory notes that computer-based communication is lower in social presence than face-to-face communication, but different computer-based communications can affect the levels of social presence between communicators and receivers.

Intercultural communicative competence in computer-supported collaborative learning is a form of computer-supported collaborative learning (CSCL), applied to intercultural communicative competence (ICC).

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World Wide Whiteboard is a Web-based online collaboration and conferencing tool designed for use in online education. It was developed by Link-Systems International (LSI), a privately held distance-learning software corporation in Tampa, Florida. The World Wide Whiteboard went online in 1996, under the name NetTutor, although the LSI NetTutor online tutoring service is technically an implementation of the World Wide Whiteboard product. Version 3.8 of the World Wide Whiteboard is used in the current NetTutor online tutoring service, and in its on-campus online tutoring programs, online courses, and collaborative learning environments. As a Java applet, it can be run on Windows, Mac, and Linux without downloading software. LSI maintains the application and leases both hosted and unhosted access to it. LSI operations, tutoring, product development, online content services, management, and technical support are housed in the company's Tampa offices.

<span class="mw-page-title-main">Online learning in higher education</span> Development in distance education that began in the mid-1980s

Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well.

Communication in Distributed Software Development is an area of study that considers communication processes and their effects when applied to software development in a globally distributed development process. The importance of communication and coordination in software development is widely studied and organizational communication studies these implications at an organizational level. This also applies to a setting where teams and team members work in separate physical locations. The imposed distance introduces new challenges in communication, which is no longer a face to face process, and may also be subjected to other constraints such as teams in opposing time zones with a small overlap in working hours.

References

  1. Abrams, Zsuzsanna Ittzes (2003-04-30). "The Effect of Synchronous and Asynchronous CMC on Oral Performance in German". The Modern Language Journal. 87 (2): 157–167. doi:10.1111/1540-4781.00184. ISSN   0026-7902.
  2. 1 2 3 4 Grant, Michael M; Cheon, Jongpil. "The Value of Using Synchronous Conferencing for Instruction and Students" (PDF). Journal of Interactive Online Learning. Archived from the original (PDF) on 2017-08-08. Retrieved 23 September 2015.
  3. "What is online conferencing?". Online Conferencing. Retrieved 23 September 2015.
  4. Gregory, Sue; Lee, Mark J. W.; Dalgarno, Barney; Tynan, Belinda, eds. (2016). Learning in virtual worlds: research and applications. Issues in distance education. Edmonton, Alberta: AU Press, Athabasca University. ISBN   978-1-77199-133-9. OCLC   930542375.
  5. Ericson Nolasco, Clyde (2022-02-01). "Online Distance Learning: The New Normal In Education". eLearning Industry. Retrieved 2024-05-30.
  6. 1 2 3 Ozden, Sule. "Student Perceptions of Web-conferencing in Hybrid Classes" (PDF). Retrieved 25 September 2015.
  7. Ferriter, Bill. "Using videoconferencing to connect your class to the world". Learn NC. Retrieved 25 September 2015.
  8. Anderson, Lynn; Fyvie, Barb; Koritko, Brenda (June 2006). "Best practices in synchronous conferencing moderation". The International Review of Research in Open and Distance Learning. 7 (1). doi: 10.19173/irrodl.v7i1.308 . Retrieved 25 September 2015.