Collaborative learning of computer applications in the contexts of work, learning, and play

D. Hinn, X. C. Wang, M. Twidale
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引用次数: 5

Abstract

The similarities among three independent studies, conducted by the authors, of informal learning in computer-supported collaboration in three different contexts are presented: (1) university undergraduates playing multiplayer videogames; (2) elementary school children playing "edutainment games" on a classroom computer during free choice time; and (3) adult computer users offering informal help-giving in a variety of workplace scenarios. These studies indicate that users often interacted in unexpected ways. Additionally, collaboration was both enabled and constrained by the participants' task and social goals. Issues such as the blurred distinction between play, work, and learning and design implications are discussed.
计算机应用在工作、学习和娱乐环境中的协作学习
作者对三种不同情境下计算机支持协作下的非正式学习进行了三次独立研究,得出了它们之间的相似之处:(1)大学生玩多人电子游戏;(2)小学生利用自由选择时间在教室电脑上玩“寓教于乐”游戏;(3)成年电脑用户在各种工作场景中提供非正式的帮助。这些研究表明,用户经常以意想不到的方式进行互动。此外,协作受参与者的任务和社会目标的限制。讨论了游戏、工作和学习之间的模糊区分以及设计含义等问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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