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The motivation is the message: comparing CSCL in different settings

Published: 07 January 2002 Publication History

Abstract

In this paper, we attempt to draw comparisons between our research experiences of Computer Supported Collaborative Learning in the workplace, in schools and in universities. We present an outline description of our activities in each setting. As a possible contribution to foundational theory in CSCL, we focus on the crucial but complex issue of learner motivation. We argue that the dominant issues of motivation may vary from setting to setting but that CSCL can play an important role in engaging learner motivation in all settings. In particular, we consider the inauthenticity of most university education and consider how this might be addressed by CSCL.

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  • (2018)To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning courseComputers & Education10.1016/j.compedu.2017.11.006118:C(25-37)Online publication date: 1-Mar-2018
  • (2017)Investigating the effect of realistic projects on students' motivation, the case of Human-Computer interaction courseComputers in Human Behavior10.1016/j.chb.2016.07.02072:C(692-700)Online publication date: 1-Jul-2017
  • (2013)An eye-tracking study of notational, informational, and emotional aspects of learning analytics representationsProceedings of the Third International Conference on Learning Analytics and Knowledge10.1145/2460296.2460321(125-134)Online publication date: 8-Apr-2013
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  1. The motivation is the message: comparing CSCL in different settings

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    cover image DL Hosted proceedings
    CSCL '02: Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community
    January 2002
    757 pages

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    International Society of the Learning Sciences

    Publication History

    Published: 07 January 2002

    Author Tags

    1. authentic learning
    2. deschooling
    3. learner motivation
    4. school education
    5. situated learning
    6. university education
    7. workplace learning

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    View all
    • (2018)To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning courseComputers & Education10.1016/j.compedu.2017.11.006118:C(25-37)Online publication date: 1-Mar-2018
    • (2017)Investigating the effect of realistic projects on students' motivation, the case of Human-Computer interaction courseComputers in Human Behavior10.1016/j.chb.2016.07.02072:C(692-700)Online publication date: 1-Jul-2017
    • (2013)An eye-tracking study of notational, informational, and emotional aspects of learning analytics representationsProceedings of the Third International Conference on Learning Analytics and Knowledge10.1145/2460296.2460321(125-134)Online publication date: 8-Apr-2013
    • (2013)Evaluating the Use of Open Badges in an Open Learning EnvironmentProceedings of the 8th European Conference on Scaling up Learning for Sustained Impact - Volume 809510.1007/978-3-642-40814-4_25(314-327)Online publication date: 17-Sep-2013

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