Ontoolcole: Supporting Educators in the Semantic Search of CSCL Tools
Children with Technology: A Study on CSCL-based Approach at Two Semi-Urban Sites in Sarawak
Transcript of Children with Technology: A Study on CSCL-based Approach at Two Semi-Urban Sites in Sarawak
Children with Technology: A Study on CSCL-based Approach at Two Semi-Urban Sites in
Sarawak
Farhanah Abdul Karim & Fitri Suraya Mohamad
Universiti Malaysia Sarawak
1.0 Introduction
1.1 Introduction
Rapid advancements of technology have enabled communities all over the world today to
collaborate as a group in various fields and areas of interest at literally a click of a button.
According to Larry Berger, executive director of Wireless Generation, technology especially
computer is becoming more social, adaptive, and customized (Cleaver, 2011). As a result,
technology lends itself naturally as a remarkable teaching and learning tool.
Technology can also provide a rich learning tool for children’s use (Schacht, 2012). It gives
children a sense of control, which is very powerful especially for a small person in a big world.
According to Svoen (2007), new media was not used more than one hour per day, and on
average, out of a total media use of about five hours. Media was also found to play an important
role in developing young people’s identity (in promoting self-expression and experimenting with
identity) and peer culture. Today, children grow up in an environment saturated by media and
form the first “digital generation”. Almost all of the children have experience with computers.
However, this trend developed individualized media lifestyles (Livingstone, 2002).
This paper describes a study on how children collaborate with each other using computer
supported collaborative learning approach (CSCL). The basis of instructional design approach
for the collaborative tasks was adapted from Kirschner’s (2002) Six Stage Model. Children
groups were observed analytically using a list of features of Cooperative Learning which was
developed by Kagan (1994). The children were also asked to identify their preferred learning
styles, to measure the congruence between their learning styles and the strategies they used to
collaborate with each other in the assigned tasks.
1.2 Background of Study
The number of young Internet users is becoming more prominent globally in recent years
(Calvert, Rideout, Woolard, Barr, & Strouse, 2005; Media & Rideout, 2011; Vandewater et al.,
2007, cited in Zaki, 2013). The potential of the use of information and communication
technologies (ICTs) as the source of information is encouraged, for the benefits in contributing to
the development of the ‘knowledge society’ and for promoting digital literacy for everyone,
including young children. Past studies have indicated that technology tools for communication,
collaboration, social networking and user-generated content have transformed user mainstream
culture. Young children, according to National Institute of Literacy (2008), need opportunities to
develop the early ‘technology handling’ skills associated with early digital literacy.
However, there is an argument that even amongst those with access to ICT, there are many who
are not fully benefiting in the information society because their skills only allow the users to
perform lower order tasks using ICT applications (Servon, L., 2002). The fact remains that the
capabilities to perform higher order tasks are more meaningful, and that technology would
provide “added-value” to the development of a knowledge-based society. A research done by
Lallana, E. in Drysdale, P. (2001) has shown evidence from the Philippines which indicates that
youngsters are using the Internet in cyber cafés in the country, mainly for gaming, instead of
using it as a medium to enrich personal knowledge.
Digital literacy plays an important role in learning for all children especially for those who were
born after the advent of widespread access to digital technology. There is evidence that many
young children acquire a range of skills, knowledge and understanding through their engagement
in digital technologies outside of school (Marsh et al., 2005). The term literacy used in the
everyday sense often refers to a set of skills associated with the ability to read and write.
However, a deeper examination into the concept shows that literacy extends beyond reading and
writing as usually perceived. Literacy implies “the ability to communicate meaning; from
speaker to listener or writer to reader; with all the participants actively engaged in meaning
construction” (Centre for Research and Innovation in Learning and Teaching, 2009). From a
broader perspective, literacy is deeply embedded in the social order and has powerful meaning
for all members of society.
According to Gillen and Barton (2010), two possible strategies to develop digital literacy are; to
support learning communities to work collaboratively in problem solving and the co-construction
of knowledge; and to work collaboratively in a multidisciplinary team to create useful, practical
tools. These two strategies directly indicate the fundamental principles of Computer-supported
Collaborative Learning (CSCL). According to Stahl (2005), collaborative learning is very much
grounded in the social theory of learning, and it has a large focus on the idea of meaning making
within a group of learners. In Social Learning theory, collaborative learning is regarded as
extending of a group’s knowing. It is constructed through social interactions, such as dialogue. It
is dynamic, on-going, evolving result of complex interactions, and primarily taking place within
communities of people (Stahl, 2004).
Much of the research on CSCL that has focused on the micro level of collaborative learning,
specifically on collaborative learning in single groups (Dillenburg, 1999). Supplementing these
approaches, Jones, Dirckinck-Holmfeld, & Lindström (2005) argued for more focused research
on the ‘meso-level’ of collaborative learning. The meso level focuses on how to design for
collaborative learning at the institutional level, in organisations, school settings, and in
networked learning environments, the basic conditions are that allow for collaborative learning
in these settings, and how the technology and infrastructure affords, and mediates the learning
taking place. One of the instructional designs mentioned was Kirschner’s Six-stage model.
Kirschner, (in Strijbos et al (2004)) proposed a six-stage model for a design framework based on
affordances. The model categorizes affordances as educational, social and technological in
nature.
CSCL is very much grounded in the Social Learning theory. The theory emphasizes the
importance of observing and modeling the behaviors, attitudes, and emotional reactions of others
(Bandura, 1977). The theory has a large focus on the idea of meaning making within a group of
learners. In comparison, in the social constructivist theory, “human dialogue, negotiation and
collaboration” is strongly emphasized (Bonk & Cunningham, 1998). While these online
collaborative learning opportunities have reached out to a large number of people, semi-urban
children also have yet to benefit from the full potential of technology for learning.
1.3 Problem statement
Rural area is often associated with social, academic and economic disadvantages. Although these
disadvantages happen among urban communities as well, the issues of disadvantages among
rural communities are often highlighted. The fact is, there are rural communities living in urban
and semi-urban areas that are still left behind in terms of educational achievement and
technological proficiency (Mohamed, M. Nor, Yusof, & Judi, 2012). Rural, low-income
students are more at risk of becoming high school dropouts than their city and suburban peers
(Brown, Frates, Rudge, & Tradewell, 2002). As such, it provides sufficient reason to address the
challenges facing rural students who live in low-income areas with minimum facilities. In terms
of academic performance, rural students do not score as well on assessments as other students,
and students attending rural schools do not perform as well as students who attend suburban
schools (Fusaro, 2007). In Malaysia specifically, despite many government-initiated effort and
programmes to overcome issues within rural communities, intrinsic challenges are not easily
addressed or eliminated. Although effort to eliminate poverty and inequality has been put into
action at various levels and timeframes, poverty remains relatively high, and centralized on the
traditional primary sector, particularly in rural areas as in Kelantan, Sabah and Sarawak.
In addition, the rural education level is also low (Buarque et al., 2006 as cited in Rashid, 2008).
Consequently, rural communities are more concerned with employment in the traditional sectors
only. Lower level of education and lack of skills causing the rural communities to have a
problem of lack of competitiveness in job sectors and difficulties to earn higher incomes
(Nhamo and Nhamo, 2006 ac cited in Rashid, 2008).
If educational achievement and digital gaps are to be closed in this country it is just as important
to address challenges in rural areas as other developed areas. In response to these challenges, one
promising strategy that should be considered is making the students become more exposed and
socially included. A comprehensive approach is by implementing technology and digital media
as a part of their learning experiences. A research done by Subrahmanyam and Greenfield (2008)
has shown that online communication tools are primarily used to reinforce existing relationships
both with friends and partners as well as getting more information about new entrants into their
offline world.
To be able to make use of the opportunities offered by ICT based learning, individuals need
more than just basic literacy skills; they also need to be digitally literate (ICT, media and
information literacy). These digital skills need to be integrated more effectively into all
educational settings including lifelong learning. However, mere access to digital contents and
resources is insufficient to guarantee that youths will use those contents and resources in
productive and enriching ways. Digital Literacy has become a prerequisite for creativity,
innovation, and entrepreneurship. Without the presence of digital literacy, citizens can neither
participate fully in society nor acquire the skills and knowledge necessary to live in the 21st
century. Furthermore, as Malaysia faces globalisation, the “Digital Age” is considered vital.
The Internet allows the access to information from all over the world, which makes the students
more intelligent in selecting suitable material to solve given problems. Usually this kind of work
is done in groups or teams. This nature of learning introduces a new concept called collaborative
learning. Collaboration is crucial in the 21st century because of rising need for society to think
and work together on critical issues or concerns as well as the shift from individual to
community-based efforts. Collaboration in strong professional learning communities improves
the quality and equity of student learning, promoting discussions that are grounded in evidence
and analysis rather than opinion, and foster collective responsibility for student (Kasirun & Salim,
2004). Collaboration is a sophisticated skill that asks people who work together to look beyond
personal interests towards outcomes benefiting the whole. It is a great way to address complex
challenges, since it has the potential to tap common creativity and unleash true innovation and
earn authentic knowledge construction.
If learning really is a social process, then collaboration is required. The assistance that learners
require may be provided by experts such as teachers and by peers, who collectively have
expertise distributed among them. By collaborating, students can develop their potential for
learning. Specifically, rural and disadvantage students can learn to approach and solve new
problems so that they develop the capability to solve problems that do not exist at the moment of
learning.
Proponents of collaborative learning claim that the active exchange of ideas within small groups
not only increases interest among the participants but also promotes critical thinking. According
to Johnson and Johnson (1986), there is convincing evidence that cooperative teams achieve at
higher levels of thought and retain information longer than students who work individually. The
shared learning provides an opportunity for students to engage in discussion, take responsibility
for their own learning, and thus become critical thinkers (Gokhale, 1995).
While there have been numerous researches on online collaboration among different groups of
people, this research specifically focus on using collaborative learning theories among rural
children living in semi-urban areas in Malaysia. This paper concentrates on the participation of
127 students from two different semi-urban areas in online collaborative learning by adapting
television viewing.
1.4 Objective
1.4.1 General Objective
The general objective of this study is to investigate children’s learning using collaborative
technology.
1.4.2 Specific Objectives
The specific objectives of this study are:
1. To discover the elements of positive interdependence, individual accountability, equal
participation and simultaneous interaction between the students in both participating sites.
2. To find how does the learning style preferences influence children’s collaboration.
3. To investigate the affordances and constraints exist that influenced children’s learning.
4. To discover the learner’s experience on the support provided in regards to their learning.
1.5 Research questions
This study concentrates on answering the following research questions in order to achieve the
objectives of the study. The questions that need to be answered are:
How does the element of positive interdependence affect children’s collaboration?
How does the element of individual accountability affect children’s collaboration?
How does the element of equal participation affect children’s collaboration?
How does the element of simultaneous interaction affect children’s collaboration?
How do the learning style preferences influence children’s collaboration?
What are the affordances that exist to support children’s learning?
What are the constraints that influenced children’s learning?
How does the learner’s experience on the support provided influence their learning?
1.6 Significance of Study
This study was conducted to investigate the appropriate approach to connect children in semi
rural areas with technology by using CSCL-based approach. This study could be an important
reference for future study in relation with this topic. This research is important for the Ministry
of Education (MOE) in order to get information about CSCL-based approach that can be applied
among semi-rural children as a supplementary in learning. From the result and discussion of this
study, the government or other individual or agencies could come out with the most effective
strategies and approaches for them to ensure that the implementation of technology in education
could benefit all communities and ethnic groups specifically in Malaysia.
The results obtained from both sites (Lubok Antu and Kg. Serasot) about children and
technology could help the government to see and evaluate the effectiveness of current
approaches used in order to implement CSCL-based approach in educational mainstream.
1.7 Definitions of terms
Definition of terms used in this study important to avoid from being interpreted in different ways.
1.7.1 Semi Urban Area
A semi-urban area is an area of a highly populated city but this area is not as developed as the
main part of the city or in other words, is a semi-developed city or a part of a major community
but lacking some major infrastructure and services as opposed to an urban area. It is also defined
as an area between consolidated urban and rural regions (UNICEF, 2012).
The areas in this study are regarded as semi-urban areas in terms of the facilities. However, the
community is still experienced disadvantages as the rural community in terms of technological
and information literacy.
1.7.2 Collaborative Learning
The definition of collaborative learning is a situation in which two or more people learn or
attempt to learn something together. According to Dooly (2008), collaboration entails the whole
process of learning. This study focused on computer supported collaborative learning in which
the students are responsible for one another’s learning as well as their own to reach the goal
using provided social network as a learning environment.
1.7.3 Social Learning Theory
According to Bandura (1986) social learning theory is about imitation or observational learning
acts as a mechanism mediated by a variety of cognitive and motivational processes that
determine the viewers will actually perform the modelled behaviour (Moeller, 1996).
1.7.4 Digital Divide
The term “digital divide” refers to the gap between people who have access to digital
technologies and those who do not; or the gap between those who use digital technologies and
those who do not (Hargittai, 2003). In other words, the term also refers to the gap between
individuals, households, businesses and geographic areas at different socio-economic levels with
regards to both opportunities to access information and communication technologies (ICTs) as
well as to the use of the technology for a wide variety of activities. According to Organisation for
Economic Co-operation and Development (OECD), access to basic telecommunications
infrastructures is fundamental to any consideration of the issue, as it precedes and is more widely
available than access to and use of the Internet (OECD, 2001).
1.7.5 Digital Literacy
ICT literacy is defined as the ability to understand and use information in multiple formats from
a wide range of sources, when it is presented by computers and known as ‘Digital Literacy’
(Casey and Bruce, 2010).
1.7 Summary
In summary, this chapter explains the current trends on the use of technologies and the
importance of using appropriate technology to support learning. Thus, this chapter focuses on the
need of connecting children with technology by applying the element of collaboration. The
definition or terms, significance of study is also discussed in this chapter.
The following chapter will discuss on past literatures of the study as well as underlying theories
that are related with this research.
2.0 Literature Review
2.1 Introduction
This chapter presents a review of literature related to children’s use of electronic and social
media, the issues related on digital divide as well as theories and strategies of collaborative
learning used to facilitate learning. This chapter also discusses the theoretical framework of the
research and previous studies related to the theoretical framework.
2.2 Children’s use of Electronic and Social Media
A study conducted by Svoen (2007) was attempted to explore how children and young people
make use and respond to media in an environment where new media and the Internet are almost
everywhere, but changing constantly. The study was also aimed to investigate how digital
environment influenced the use of television for children and youth. A wide range of questions
were asked in this study intended to cover young people’s relationships to as well as broad use of
media. In the study, an online survey was conducted with 762 respondents and 15 individual
follow-up interviews among the participants. The findings has shown that the informants spent
about the same amount of time watching television and using the computer (without online, but
the use of Internet was considerably about three times higher. Despite the fact that television was
the most used medium in terms of time, none of the respondent claimed it as their favourite
medium. The boys preferred to use computer more than girls and the interview showed that they
go online to chat or watch movies. The study also found that as an audience the youngsters used
television in four ways: to watch their favourite shows, as a relaxing pastime, as home cinema,
and as a background medium. Another key finding in this study is that the informants were eager
media creators and sharers.
On the other hand, there was a research by Endestad, Heim, Kaare, Torgersen & Brandtzæg on
“Media User Types among Young Children and Social Displacement”. The main objective of the
research was to gain better understanding on children’s media usage in regards to different types
of user and how these are associated with social displacement. The research was done by
characterizing children in terms of media user types in order to distinguish between significant
preferences and patterns of media usage, identifying some of the key variables explaining
various types of new media primarily in regard to how accessibility according to context of use
influences children’s patterns of media use as well as determining whether and to what extent
certain types of media use displace other social activities (the displacement hypothesis) such as
reading books, magazines and playing with others. The displacement hypothesis in its simplest
form posits a symmetrical, zero-sum relationship between activities. According to this
hypothesis, the more time spent with media, the less time children devote to other activities. A
sample of 1,117 Norwegian schoolchildren from the age of 7 to 12 years responded to a
questionnaire about their computer game-playing habits and their use of computers, the Internet,
mobile phones and television. In this study, the researchers found that younger children are
making different choices in regard to new media activities. They specialize in certain areas such
as gaming, making use of new media for learning and school or play. The results indicated four
specific user types reflecting children’s various uses of new media: a) Advanced Users, b)
Offline Gamers, c) Instrumental Users, and d) Low Users. Some indications of displacement
were found between TV, reading and drawing and between new media usage and participation in
organized sports activities. At the same time, clear indications support the “more is more”
hypothesis suggested by Meyerson (1968), which suggests that more active children engage in
more new activities. The more interested they are in spending time doing sports, the more time
they will devote to using media as well. The researchers also found that media active children
spent more time with friends than others did.
2.3 Issues on Digital Divide
The term “digital divide” refers to the gap between people who have access to digital
technologies and those who do not; or the gap between those who use digital technologies and
those who do not (Hargittai, 2003). In other words, the term also refers to the gap between
individuals, households, businesses and geographic areas at different socio-economic levels with
regards to both opportunities to access information and communication technologies (ICTs) as
well as to the use of the technology for a wide variety of activities. According to Organisation for
Economic Co-operation and Development (OECD), access to basic telecommunications
infrastructures is fundamental to any consideration of the issue, as it precedes and is more widely
available than access to and use of the Internet (OECD, 2001). Consequently, the poor also needs
to get the same technologies already received by the rich but it does not mean when the
community is provided with digital devices and access, it will bridge the divide. According to
Smith (2010), even where the poor are provided access to digital technology, inappropriate
access could actually harm users. As a result, extending meaningless access to digital
technologies to the rural sector of emerging markets could actually widen the digital divide.
Most technology analysts agree that digital divide involves more than just access. Technological
literacy and skills to use the information needs to be considered as well as the content. Even
though the technology is provided, the users need to have the skills to use the technology for
maximum benefit. Parsons and Hick (2008) found in their study that digital divide still exists in
rural areas in Canada although technology has been provided; the phenomenon signals the fact
that digital divide also happens in developed nations as well. Previous research has shown that
only one-third of U.S educators felt confident with their skills to integrate technology into
teaching, even though the nation has started to provide technology in every classroom in schools
for many decades (Carvin, 2000). Carvin (2000) also asserts that individuals and communities
need a broad range of literacy skills in order to utilize information technology effectively and
require a relevant, high-quality diversity of information in order to become well informed,
publicly active citizens.
Differences in online skills, such as the ability to efficiently and effectively find information on
the Web, also represent another digital divide issue. Not all students who arrived at college and
universities are digitally literate (Hawkins & Oblinger, 2006). This is probably due to lack of
technological access or training prior to college. There are many high school graduates who
would be placed in workplaces where technology is not a main concern. For those with lower
levels of technology skills, more time is consumed to complete tasks and eventually some tasks
most likely would be abandoned. As Hargittai (2003) described, “If users often give up in
frustration and confusion, then merely having access does not mean that a digital divide has been
solved because a divide remains in their capacity to effectively use the Internet”.
Language is also one of the main concerns of digital divide. The contents of training manuals
and the materials that are available on the Internet are primarily in English, which is not
understood by many people, and in the case of the paper, it would be extremely challenging for
those living in rural areas that are not exposed to the use of English as a conversation or
knowledge building tool. According to a survey by the Organisation for Economic Co-operation
and Development (OECD, more than 94% of links to existing pages on the internet which are
hosted on secure servers (almost 2.9 million links) are written in English (OECD, 2001).
Digital divide is a very important issue because it reflects past and existing wealth divides. ICTs
are increasingly used in determining the ability of individuals and even nations to create future
wealth. Kang (2009) found that countries that have succeeded in establishing ICT hubs are able
to generate better income and drive supplier and consumer industries throughout the economy. In
addition, the global knowledge economy is transforming the demands of the labour market
throughout the world. Smith (2010) also has shown that there is a demand for citizens to have
more skills and knowledge in order to be able to function in their day-to-day lives (Smith, 2010).
Access to technology also creates extensive community engagement and involvement which
aims to improve long-term well-being, self esteem, social and economic inclusion in society, and
to promote equality and social justice that serves the common good. This is supported by
Warschauer (2003) who found that digital divide has exacerbated the existing levels of poverty
and disadvantage. In addition, due to digital divide, low-income persons are seen to fail to
achieve life-long learning goals that are assumed to enable man to enhance human capacity and
development in today’s competitive world.
2.4 CSCL Approach
A research by Johnson, Johnson, and Smith, (1991) indicate that collaborative learning requires
elements of positive interdependence, individual accountability, face-to-face interaction,
appropriate use of collaborative skills and group processing. Learners will have more
opportunities to interact with peers, present and defend ideas, exchange diverse beliefs, question
other conceptual frameworks and be actively engaged in collaborative learning setting. Playing
with a computer can provide many learning opportunities for children and is just one of the many
ways for them to learn about the world around them. The best computer-based learning
experiences come from a truly worthwhile activity which allows children to be in control
(Williams, 2009). Meanwhile, research has shown that children learning through collaborative
approach would always motivate, encourage and remind inactive and confused group members
(Kasirun & Salim, 2004). It also develops problem-solving skills and would apply all strategies
to complete the tasks given.
A research was done by Nussbaum, Alvarez, McFarlane, Gomez, Claro and Radovic (2008) on
“Technology as small group face-to-face Collaborative Scaffolding”. The approach presented in
this study was a face-to-face CSCL that encourages small group participation. A collaborative
learning activity was proposed with three types of actors: the teacher as tutor and mediator, the
student as task performer and technology as the Collaborative Scaffolding. The scaffolding was
designed to encourage social interactions, facilitate joint problem solving and lead to richer
knowledge construction. It aims to provide the means to prompt cognitive and social interactions
between the participants involved, which might otherwise not occur. The proposed approach
introduced technology as a collaborative scaffold that guides and mediates the interactions
between students as they work through a structured sequence of information sharing and
knowledge construction. The sequence begins with individual participation, moving to small
group collaboration, and finishes with a whole class discussion with teacher as a mediator.
Findings from trials of the system in classrooms in the UK and Chile show that the model is
welcomed both by teachers and pupils, and met its objectives of ensuring greater interaction
between class members who did not normally work together, and involvement of all individuals
in discussion based activities.
On the other hand, a similar study on “Technology Appropriation in Face-to-Face Collaborative
Learning” by Overdijk and Diggelen (2006) was conducted to gain more insight in the way
student groups interact with educational technology by examining how students ‘appropriate’
this technology. The researchers claimed that the use and effects of a technological tool emerge
from the interaction between user and tool, based on a manual influence between them.
Technology appropriation; in this study implies a process of social construction in which the
actions and thoughts of the user are shaped by the technology, while the users’ actions shaped
the meaning and effects of the technology. The study followed LEAD’s research and
development strategy by formulating a descriptive conceptual model based on preliminary
theoretical and empirical findings that were obtained through a problem analysis. Technology
appropriation occurs when someone use technology in a goal directed activity while the
properties of the technology, and the acts required to accomplish the goal by means of the
technology, are uninformed. The study indicates that individual students make certain choices
during the process of appropriation. The study also revealed that students make different choices
both within and between groups. The choices made influenced the effect of the tool, and led to
differences in their discourse.
2.5 Sociocultural Views on Collaborative Technology
The Social Learning Theory proposed by Albert Bandura emphasizes the importance of
observing and modeling the behaviors, attitudes, and emotional reactions of others. Bandura
(1977) states:
"Learning would be exceedingly laborious, not to mention hazardous, if people had to
rely solely on the effects of their own actions to inform them what to do. Fortunately,
most human behavior is learned observationally through modeling: from observing
others one forms an idea of how new behaviors are performed, and on later occasions
this coded information serves as a guide for action."
-Albert Bandura, Social Learning Theory, 1977(p.22)
Bandura’s theory added a social element, arguing that people can learn new information and
behaviours by watching other people (Cherry, n.d). This theory is also known as observational
learning. Social learning theory explains human behaviour in terms of continuous influences of
reciprocal interaction between cognitive, behavioural, an environmental. Central to Social
Learning Theory is the identification of which types of models are more likely to be imitated.
There are four components processes of Social Learning Theory and these components lead to an
effective modelling. The first component is attention. In order to learn, learners need to be
paying attention. Anything that detracts learner’s attention is going to have a negative effect on
observational learning. Various factors increase or decrease the amount of attention paid
including distinctiveness, affective valence, prevalence, complexity, functional value. Observer’s
characteristics (e.g. sensory capacities, arousal level, perceptual set, past reinforcement) affect
attention. The second component is retention. The ability to store information is also an
important part of the learning process. Retention includes symbolic coding, mental images,
cognitive organization, symbolic rehearsal, motor rehearsal. On the other hand, the third
component is retention. Once the learners have paid attention to the model and retained the
information, it is time to actually perform the behaviour that have been observed including
physical capabilities, and self-observation of reproduction. The final component is motivation. In
order for observational learning to be successful, learners have to be motivated to imitate the
behaviour that has been modelled. Motivation includes motives such as past (i.e. traditional
behaviourism), promised (imagined incentives) and vicarious (seeing and recalling the reinforced
model).
The socio-constructivist approaches to technology focus on the fact that technologies are socially
shaped, and that their use and effects are depending on human contingencies. This perspective
suggests that a technology gets its form and meaning based on the interaction and the technology
is not a stable artefact with fixed characteristics that are independent from practice (Overdijk &
Diggelen, 2006). Instead, students construct important characteristics of the tool when they really
work with it. It shows that technology is not necessarily used in accordance with the designers’
intentions.
2.6 Mind Mapping as Strategy to Promote Critical Thinking
Critical thinking is currently a highly valued educational outcome throughout the educational
spectrum, especially in relation to higher and professional education. Critical thinking is an
important skill in the 21st century learning. Education's overall goal is to produce students that
will be able to think critically and make one stands out from the crowd. A study done by Nirmala
& Shakuntala (2011) has shown that nursing education worldwide is also embracing the
construct critical thinking as a desirable educational outcome and realizes the importance of
eliciting the evidence of critical thinking in nurse's reasoning process. Recent trends in nursing
education have led the nursing educators to promote meaningful learning among the novice
nurses. The new nurse graduates have to think critically and solve problems in a variety of
clinical settings. Therefore the study was conducted to evaluate the effectiveness of concept
mapping in promotion of critical thinking skills among nurses. Concept mapping is a technique
developed by Joseph D Novak in 1970s for visualizing the relationships among different
concepts. The concept mapping is said to result in meaningful learning and has been utilized for
over 25 years as a valuable tool for meaningful learning in educational settings. In the study, the
concept map assists students to correlate client's diagnoses, symptoms, treatments, and
interventions and then problem solve in clinical decision-making. A type of quasi-experimental
study, pretest, post test and control group design was used in this study. The final year B.Sc.
nursing students from two different college of nursing were selected as experimental (n=40) and
control group (n=44). After a lecture, the students in the experimental group were divided into
eight small groups of five. The groups were given the first case study scenario from midwifery
and asked to make a concept map under the non-participatory observation of the researcher. The
group members were designated as moderator, recorder, reporter, time keeper and evaluator. The
role is exchanged every week to ensure the participation of each student. The findings has shown
that although there was a significant improvement in the critical thinking scores among the
experimental group, the overall scores of the experimental and the control group were found to
be very poor. The feedback from the students showed that they the standard and the language
used in the assessment tool was very high and they found it difficult to understand in the first
time and needed to read it again which was time consuming and tiring. There is a great need to
develop a standardized assessment tool to assess the critical thinking skills which will be suited
for the nursing community. Meanwhile, another study by Senita (2008) concluded that the
development of concept maps allows students to see how ideas are connected. It can be an
effective teaching–learning strategy that allows a student to develop the ability to organize and
group information in a meaningful way. In addition, concept mapping not only allows nursing
faculty to evaluate the student's understanding of the complex patient care needs and the
interrelationships that exist but also promotes critical thinking in the clinical setting.
Another study by Ralston and Cook (2007) titled “Collaboration, ICT, and Mind Mapping” was
aimed to explore the ways that visual material helps children establish shared meanings. The
study took place over six weeks in two English Primary schools with twelve 11 and 12 year olds.
Both schools introduced Kidspiration to help students plan a party. This mapping software had
been chosen by the teachers, from a number of mapping programmes available. The children first
used paper and pencil maps then used Kidspiration to create concept maps. Each class also used
Kidspiration to explore a Key Stage 2 History topic: 16th Century Explorers or similarities and
differences between two towns. At the beginning of the project, the researchers main concern
that time might be wasted due to the wide range of images provided in the software could
provide easily distraction to the pupils. However, the researchers then realize that it was a ‘useful’
activity. Creating a consensual map involved groups having the space in a supportive
environment and sufficient time to explore differences in image, colour and structure. One aspect
observed in this study was the quality of the discussion among the students. The conclusion was
that the use of multimodal-mapping software, such as Kidspiration, proved to be successful in
supporting the students' exploration and presentation of ideas, as the language generated showed.
The use of ICT provided a screen focus enabling pupils to organise their thoughts, make use of
colour and imagery to present information clearly and attractively and facilitate discussion. The
analysis of the maps showed that the students were working with a clear organising principle in
mind. On the other hand, a study by Riley (2007) was conducted to investigate the impact of
ICT-based multimodal mapping in developing effective learning dialogues. Assessment of
children's writing shows a deficiency in developing coherent ideas. More often than not, student
writing follows the prompts of the teacher and shows little individual extension outward. The
researcher investigated an intermediary tool between talk and writing to provide structure for
thought, revision, refinement and presentation. The study explores the use of Inspiration® and
other ICT tools and their use in the area of writing. Concept mapping provides a means by which
such compositional ideas are made explicit. It is recognized that ICT can produce discussion of
a type that has educational significance when children work in small groups at computers (Fisher,
1997:81; Wegerif, Littleton and Jones, 2005). Inspiration, an ICT-based multimodal mapping
software, was used to stimulate and develop learning dialogues that enhance thinking and
ideation that transfers into compositional expository writing.
The sample is a group of 22 students aged 10-11 years old within a large urban primary school in
the United Kingdom (UK). The students have a wide range of academic attainment and social
backgrounds. The intention was to use Inspiration -based concept mapping as normal routine in
whole class teaching and in group work, where the class is familiar with using laptops
individually and in small groups. Concept maps consist of "concepts" linked together by
descriptive words or links which show relationship. The more descriptive the link, the better
students can understand the concept. Data collected from transcribed discussions of groups while
concept mapping. Student maps were analysed for complexity based on the number of nodes and
links. The pre-test and post-test scores were compared, wherein students used concept mapping
in the post test. The number of propositions and concepts in writing and in the discussion
increased post-test. When comparing the examples of writing by the same groups it is noted how
the pattern of mapping has increased in concepts formed and links labelled. Further, the ideas are
more developed post-test. These findings suggest that Inspiration maps increase the incidence of
higher order thinking during the compositional process.
2.7 Theoretical Framework
The basis of this research was based on the Kirschner model which describes six stages in the
design of instructional methods that is suited for computer supported collaborative learning. The
model has a focus on the target learners and guides instructors to design instructional methods
based on the learners’ perspective. The six stages of the Kirschner model are; learner/ user
experience, support/affordances, constraints/ conventions, learner/user perceptions, learner/user
experience and finally learning. Based on the model, there were several things that are needed to
take into consideration before designing a project or series of activities for the students as what
was most important was allowing the students to learn, understand and make use of the
affordances and support themselves (Kirschner, 2002).
Kirschner, in his model explains the initial stage to determine what the learners actually do by
observing how the learners are actually interact and collaborate to solve problems, interact with
technology and so forth before designing and developing the learning environment. Next, based
on stage 1, what actually need to be supported or afforded need to be determined. There are three
affordances that have been addressed in designing the learning environment. The affordances are
technological, social and educational affordances. The thirds stage addressed on constraints
which consisting physical constraints, logical constraints and cultural constraint that play
important roles in collaborative environment. On the other hand, the fourth stage is to determine
how learners perceive and experience the supports provided. Research design must be carried out
as iterative, interacting processes. New products must be tried out with intended users at stages
in their development where physical and conceptual change can still be made. Meanwhile, stage
5 is to determine how the learner actually uses the supports provided. Similar to Stage 1, and
following up the more formative evaluations carried out in Stage 4 determine if the learner
actually does what is hoped or expected. Finally, Stage 6 is to determine what has been learned.
Learning is the goal of education. There are three standards to determine the success of any
interaction designs which are effectiveness, efficiency, and ability to satisfy the users; in the case
of CSCL environments, either the learners or educators. An increase in one or more of the
standards without a concomitant decrease of any of the others means success.
2.8 Conclusion
In conclusion, this chapter focuses on underlying theories for the study and significant of past
studies with current study. According to the past literatures, there are many researches on
implementing ICT for rural children’s learning. However, there is a gap on literature about the
implementation of CSCL-based approach among children particularly in semi rural areas in
Malaysia. Therefore, this study is one of the researcher efforts to connect the semi rural children
with technology using appropriate tools and approaches. At the same time, this chapter also has
chosen a suitable model which is Kirschner Six Stages Model
3.0 Methodology
3.1 Introduction
This research was conducted to investigate children’s learning using CSCL-based approach. It
involved a survey on learning styles preferences as well as structured observation. The
observation criteria were extracted from VAK Learning Style Preferences, Honey and
Mumford’s Learning Style as well as Kagan’s Elements of Cooperative Learning. The research
design includes the target population involved in the study as well as the sample chosen. In
addition, the research instrumentation will also be discussed and justified in this chapter.
Researcher will explain the reliability and validity of the research data and finally presenting the
data collection and data analysis procedures.
3.2 Research Design
The researcher used mixed method approach to conduct this research. The research method
chosen is the approach in which quantitative and qualitative studies were used. The design
followed Explanatory Sequential Design (known as a two-phased model; Creswell & Plano
Clark, 2011) consists of first collecting quantitative data followed by qualitative data to help
explain or elaborate on quantitative result. The advantages in using mix matched method are the
strength of the result that will provide a good result and reduce bias. At the same time this
method could help to examine a process or a problem from variety point of views.
In this study, a quantitative research design was intended to identify the learning style
preferences of all participants. Questionnaires were used for data collection in order to avoid bias
or errors. The major part of the research implies qualitative research which will be discussed
thoroughly in this chapter and the following chapter.
3.3 Research Population
Population is the group of interest to the researcher or known as a set of all possible data value
that could be observe. According to Castillo (2009), research population is generally a large
collection of individuals or objects that is main focus of a scientific query. In this research, the
population consists of the primary school children from the selected locations (Lubok Antu, Kg.
Serasot, Daro and Yan Kechil).
3.4 Sampling and sampling procedure
In qualitative inquiry, the intent is not to generalize to a population, but to develop an in-depth
exploration of a central phenomenon. Thus, to better understand this phenomenon, the researcher
purposely or intentionally selects individuals and sites.
The sample which is representing the targeted population chosen should meet the specification of
characteristics required for the study. In this study, the characteristics are the range of children’s
age between nine to fourteen and the mixture of male and female children.
According to Ross (2011), sampling is generally conducted in order to permit the detailed study
of part, rather than the whole of population. From all 127 participants, only 15 children; each
from kampong Serasot and Lubok Antu were chosen to be the participant in the collaborative
activities. The samples were selected in advance by the teachers from both locations respectively.
3.5 Research Instrumentation
3.5.1 Questionnaire
A set of questionnaire was used for quantitative method and distributed to all participants. The
questionnaire has three sections. Section A is technological competencies and preferences,
Section B is about social and learning preferences and Section C is about Learning Styles. Honey
and Mumford’s Learning Style Questionnaire has been used is this study.
Honey and Mumford's model, Learning Styles Questionnaire (LSQ), is directly derived from
Kolb's theory. Honey and Mumford (2000) gave people a questionnaire that probes general
behavioral tendencies. While basically the same as Kolb's model, there are a couple of
differences. First, the terms “reflector” was substitutes for divergers (reflective observation),
“theorist” for assimilators (abstract conceptualization), “pragmatist” for convergers (concrete
experience), and “activist” for accommodators (active experimentation). In addition, the new
labels have slightly different meanings (Honey & Mumford, 2000).
The questionnaire was distributed to all 127 participants just for information on the learning style
preferences of the participants.
3.5.2 Structured Learning Activities
Out of 127 participants, only 30 of them were chosen to participate in the learning activities. The
students were from Kg. Serasot and Lubok Antu. This learning was focusing on collaboration
between students for both offline and online. There were four sections for each activity namely
“television viewing”, “creating mind map”, “online learning network collaboration” and
“webcam activity”. All activities took place at the Pusat Internet 1 Malaysia (PI1M) in each
location. All students were given a profile form at the beginning to register as participants.
3.5.2.1 Television viewing
Each group of students from participating sites was provided with a schedule of television
programme on the same date and time. The PI1M managers were appointed as the middle person
in charge to gather the participants. The programmes chosen were from educational channels
with various topics which are related with the participants’ interest and school syllabus. For the
introductory activity, a documentary about Malaysian food was chosen and followed by, “Oh My
English”, and Malaysia through the Decades.
3.5.2.2 Creating Mind Map
While watching the television programme, every student was required to write down the
information from the programme. There are two types of mind map used; personal mind map and
class mind map. A brainstorming session was done before the students create the mind map.
Socratic questions were asked to promote critical thinking. The mind maps then were scanned
before uploaded to MyKliks learning network, an ICT application built for this project. The
students were also given an option to create a digital mind map using free Web 2.0 application
online. The purpose of creating a mind map was to ensure that the television viewing was more
focused and targeted. The mind map also was intended to be used as a preparation before
webcam session. A mind map template was given to all participants during the activity.
3.5.2.3 Online Learning Network Collaboration
Each student registered in this programme has been registered in a learning network provided.
This learning network serves as a platform for the students to upload the mind maps created after
viewing each television programme as well as sharing idea, opinion, and information with each
other. Here, the learning network is used as a collaborative tool which enables the students to
learn and teach each other online. The students form different locations were able to collaborate
online with other students from other locations in Malaysia who registered in this programme.
3.5.2.4 Webcam Activity
Webcam Activity was designed to promote synchronous communication between students by
connecting the participating telecentres. Research has shown that webcam activities were able to
express positive attitudes toward others. This is due to the ability to hear sounds voices and
viewing the face expressions from other students using webcam and thus tend to connect with
each other as peers to share experiences regardless of distance and place. Based on the mind map
uploaded earlier, the students from a location were connected to the students from other locations
to discuss about the mind maps. This activity encouraged collaboration between students as well
as motivating and giving idea to each other in order to achieve understanding while learning
about a particular concept. This session also was considered as a presentation session based on
the mind maps created while watching television programme.
3.5.3 Structured Observation
Observation was conducted based on VAK Learning Style Preferences, Honey and Mumford
Learning Style and Kagan’s Elements of Cooperative Learning.
3.5.3.1 Critical Elements of Collaboration
Element Characteristic Yes No
Positive 1. Gains of individuals and teams positively
Interdependence correlate.
2. Help each other so that all learn.
3. Helping, encouragement, and tutoring blossom.
Individual
Accountability
1. All students are actively involved and
responsible for their own learning.
2. Each participant individually contributes a fair
share to a group effort.
Equal Participation
1. All students receive the same chances and
incentives to be involved in class.
Simultaneous
Interaction
1. All students are actively engaged at the same
time during the class
Source: http://jalt.org/pansig/PGL2/HTML/Nakagawa.htm
3.5.3.2 VAK Learning Style
Learning Style Characteristic Yes No
Visual 1. Look at all study materials.
2. Use charts, maps, filmstrips, notes and flashcards.
3. Practice visualizing or picturing words/concepts in
your head.
4. Write out everything for frequent and quick visual
review.
Auditory
1. May wish to use tapes.
2. Tape lectures to help you fill in the gaps in your notes.
3. But do listen and take notes, reviewing notes
frequently.
4. Sit in the lecture hall or classroom where you can hear
well.
5. After you have read something, summarize it and
recite it aloud.
Kinesthetic
1. Trace words as you are saying them.
2. Facts that must be learned should be written several
times.
3. Keep a supply of scratch paper for this purpose.
4. Taking and keeping lecture notes will be very
important.
5. Make study sheets.
Extracted from Brett Bixler’s Learning Style Inventory
(http://www.personal.psu.edu/bxb11/LSI/LSI.htm)
3.5.3.3 Honey and Mumford Learning Style
Learning
Style
Characteristic Yes No
Activist 1. People who learn by doing.
2. Need to get their hands dirty, to dive in with both feet first.
3. Have an open-minded approach to learning, fully involved
and without bias in new experiences.
Theorist 1. Like to understand the theory behind the actions.
2. Need models, concepts and facts in order to engage in the
learning process.
3. Prefer to analyse and synthesise, drawing new information
into a systematic and logical 'theory'.
Pragmatist 1. Need to be able to see how to put the learning into practice
in the real world.
2. Abstract concepts and games are of limited use unless they
can see a way to put the ideas into action in their lives.
3. Experimenters, trying out new ideas, theories and
techniques to see if they work.
Reflector 1. Learn by observing and thinking about what happened.
2. May avoid leaping in and prefer to watch from the
sidelines.
3. Prefer to stand back and view experiences from a number
of different perspectives, collecting data and taking the
time to work towards an appropriate conclusion.
Extracted from Honey, P. & Mumford, A. (1982) Manual of Learning Styles London: P Honey
http://www2.le.ac.uk/departments/gradschool/training/eresources/teaching/theories/honey-
mumford
3.6 Reliability and Validity
In order to assure the reliability and validity of the data collected, video recording and picture
taking method always take place throughout the data collecting process. Information taken from
both methods could help to support other data taken from observation and instruments’ outcome.
Other than that, researcher will construct a systemic set of activities planning to make sure the
data collected during the session will meet the research objective. For instance, if in case that the
participants cannot perform the activity, the observer should be ready with alternative activities
which lead to the same objective. This is the way how the researcher tried to validate the data
collected.
3.7 Ethics
Before this study was conducted, an official letter was given to the schools. Attached with the
letter is an informed consent form for the parents to fill in. The description of project was
developed before designing an informed consent form. The children only participate in this
research after the parents agreed and signed the informed consent form. A gatekeeper has been
identified to help in this research. A gatekeeper is an individual who has an official of unofficial
role at the site, provides entrance to a site, helps researchers locate people, and assists in the
identification of places to study (Hammersley & Atkinson, 1995). In this research, the
gatekeepers are the PI1M Managers as well as the teachers.
3.8 Data collection procedures
The questionnaire was distributed earlier before the activities conducted. The questionnaires
given were answered by the participants immediately. Each participant was given 10 – 15
minutes to complete the questionnaire.
On the other hand, for the activities the data collected from observation and the outcome (mind
maps).
3.8.1 Observation
This study used observation approach in order to gain more qualitative information to answer the
research questions. Observation is a way to gather information by watching behaviour, event and
characteristic occur in their natural setting (CDC, 2008). It is the process of gathering open-
ended, firsthand information by observing people and places at a research site.
3.9 Data analysis procedures
The data will be analysed using interpretive analysis and simple statistical method. All the
qualitative data collected will be analyse according to Kirschner six stages Model and
collaborative theories and strategies. For quantitative data, Microsoft Excel was used in order to
identify the learning style preferences.
Other than that, the data collected from structured learning activities and observation were
interpreted in order to get the information about connecting children with technology based on
CSCL approach.
3.10 Summary
This research used mixed method research design. The population was the primary school
children from the selected locations (Lubok Antu, Kg. Serasot, Daro and Yan Kechil).
Instrument used in this research is the survey questionnaire and structured learning activities.
Video recording and picture taking were done in order to measure the reliability and validity of
the research. Data was analyzed using interpretive analysis and simple statistical method.
4.0 Findings and Discussion
4.1 Introduction
This chapter discusses the results obtained from the research carried out to investigate the
children’s learning using technology. Indeed, this chapter will show the findings of the learning
style preferences as well as answering the research questions stated earlier.
4.2 Demographic Background
The participants in this research are local children from the selected locations. A total of 127
questionnaires were sent out for the learning style survey. The totals of participants that
responded in this research are 127 students. Only 30 children from two locations were selected to
participate in the learning activities. Therefore, 93 children are not included in the learning
activities.
4.3 Main Findings
The analysis for learning style preferences was referred from Honey and Mumford’s Learning
Style Survey analysis. Based on the questionnaire, it was found that 75 students preferred doing
and thinking which falls under analyzing category. A person in this category prefers the practical
application of ideas, solving problems, feedback, and decision-making (obvious links between
the task-on-hand and a problem). In addition, the person also prefers technical problems over
interpersonal issues and applies new learning to actual practice to see if it works. People in this
category like laboratories, field work, observations, and coaching too. On the other hand, 33 of
the students preferred Watching and Thinking which falls under the philosophy category. People
under this category prefers to pull a number of different observations and thoughts into an
integrated whole in a step-by-step manner (go from details to big-picture). This type of person
also prefers to reason logically and design models, theories, and projects. In addition, lectures,
analogies, systems, and case studies are more preferable- talking with experts is normally not
helpful.
Next, the analysis shows that ten of the participants preferred Watching and Feeling which falls
under the reflecting category. People who falls under this category prefers to learn from activities
that allows watching, thinking, and to review what has happened, such as brainstorming and
cooperative groups. Lectures may be helpful but only if expert explanations and analysis
provided. A person fall under this category also like innovative and imaginative approaches to
doing things, prefers to view situations from many perspectives and interested in people and
tends to be feeling-oriented. Finally, nine participants preferred Doing and Feeling which falls
under organizing category. These students are good at adapting to changing circumstances and
solve problems in an intuitive, trial-and-error manner, such as discovery learning and tend to be
at ease with people. The person also prefers the challenges of new experiences, involvement with
others, assimilation, and role-playing. Anything new, problem solving, and small group
discussions are their interests too.
However, only 30 children were observed thoroughly to indicate their learning style preferences
based on VAK (Visual Audio Kinesthetic) and Honey and Mumford Learning Style preferences.
Most of the children from Kg. Serasot are visual learners since they preferred to look at the study
materials. While watching the television programme, this group of children just focuses on their
viewing. Only two children showed the characteristic of reflector based on Honey and Mumford
Learning Style. These children preferred to watch the other children’s responses before sharing
their point of views. Meanwhile, majority of the children from Lubok Antu were kinesthetic
learners as they were always preparing a pencil and a piece of paper to write down important
information throughout the activities. These children were also reflected as an activist based on
Honey and Mumford Learning Style as they learn by doing. The students were fully involved in
the activities. The observation also indicated three children are auditory learners. This group of
children chose to sit at the front where they can hear well and tend to summarize what they have
learned by reading aloud.
On the other hand, the whole activities are reviewed based on Kircshner Six Stages Design of
Instructional method. All six stages were addressed throughout the activities. The first stage is
learner’s experience. This is the initial stage to determine what the learners actually do by
observing how they actually interact, collaborate and interacts to solve problems before
designing and developing the learning environment. In this study, the researcher would be to find
out the level of ICT competence the students had as well as their own personal interests. Based
on the needs analysis, all children have experience in using computer. Therefore, several random
questions were asked, such as:
Which website or web search engine do you usually access?
Do you have own email and make use of it?
Are you familiar with social networking sites?
What you usually do when they go online?
Do you use the online tools for education purposes?
The findings of the needs analysis saw that most of the students used the internet to surf on
Youtube, Facebook and other search engines. Their interests were concentrated mostly on games
and videos. Only few of the older children used online tools for education purposes. The
feedback given by the children indicated what they could do and what they wanted to do, and
from this, it gives the idea of what type of activities would interest and motivate the children to
continue participating in the activities that will be designed for them.
Apart from that, the researcher also able to estimate the level of expertise of the students in terms
of computing skills and knowledge of online resources from the feedback given by the children
and researcher’s observations. From here, the researcher was able to decide on what
technological platforms could be exposed to them and ensure that the platforms would not be too
overwhelming for the children to use. The children were also very keen to collaborate with each
other especially when they were informed that the activities will allow them to connect with
other friends from other location.
Then, the children were given a preliminary activity before the structured activities conducted.
The children were divided into three groups and they were free to choose their own group
members. Once the groups were formed, the children were then assigned to a task. The first task
that they were asked to do was draw a map of a village. Since, the village is quite big, the
children have decided to divide the drawings into three parts. Each group will draw one part of
the village. From this session, it has been observed that the older students took on the roles of the
leaders and wanted to lead the group towards the direction that they were interested in.
There are three affordances that have been addressed in designing the learning environment. The
affordances are technological, social and educational affordances. In this study, the social
affordance refers to support that encourage the learners to engage in common task of discussion.
They children were from the same community who shared the same beliefs and interest. This
affordance will encourage the group members to depend upon each other for working with peers
of same interest. It also will motivate them to learn the same thing together. This affordance will
encourage the participants to actively engage with the group discussion. The educational
affordance provided in this study was the sample of mind maps as a guide for the children. On
the other hand, technological affordance given in this study was the online learning network to
spark the learners’ interest and motivation towards the use of technology as one of the platforms
of learning and knowledge sharing.
However, there are several constraints in this study which consists of physical constraints,
logical constraints and cultural constraints. Some of the computers in the PI1M were not working
properly and sometime, the PI1M experienced blackouts while activities were conducted. The
connection bandwidth in the PI1M also was very slow. These constraints have distracted the
children’s attention while they were using the learning network. Meanwhile, for logical
constraint, it has been identified that the children were not able to understand well in English.
Therefore, the learning materials have been prepared in Bahasa Malaysia. On the other hand, the
obvious cultural constraint which had been observed was language barrier. The children from
Kg. Serasot were majority Bidayuh while Lubok Antu’s children were majority Iban. It was a
huge challenge for the researcher to communicate and understand their conversation since most
of the times; the children communicate using their native languages.
The responses of the students were very positive as they were all very excited and willing to
cooperate with each other to complete their tasks. The students were also very interested in the
activities as it exposed them to new online tools, and most of the children were particularly
excited when they were registered for the online learning network. The feedback given addressed
Kirschner’s fourth stage of the model which is learner’s perception.
The fifth stage of the Kirschner model, learner experience, was also highlighted during the
activity as well as after. The children were all experimenting and using the support given to
them, both offline and online as they carried out their activities. The collaborative practices that
they displayed throughout the group activity also showed that they were capable of working
together in teams and collaborating in creating new knowledge and understanding of the tasks
given to them. Each participant has been observed and the response was taken into account.
During the television viewing, it can be observed that the students were talking to each other
about the television programme. For the first activity, the television programme was about local
food. The participants looked very excited and enjoyed the show. Some of them started to
analyze the main concepts delivered from the show. From observation, a few students were
discussing with each other. At the end of the viewing, the students started to brainstorm the ideas
behind the television show. The students paid more attention on things that are familiar and
catches their interest.
Then, the students were required to create a mind map. Since this was the first time for them to
create a mind map based on what had been watched, the students were taught on how to create a
mind map first. A brainstorming session was also conducted to get some ideas from the group.
The mind map created based on What, When, Where, Who, Why and How questions. In addition,
Socratic Questions were asked in order to promote critical thinking among the children. Below
are the examples of questions from the brainstorming session:
1. Why are you saying that?
2. What exactly does this mean?
3. How does this relate to what we have been talking about?
4. What do we already know about this?
5. Can you give me an example?
6. What else could we assume?
7. How did you choose those assumptions?
8. Please explain why/how ... ?
9. How can you verify or disprove that assumption?
10. What would happen if ... ?
11. Why is that happening?
12. How do you know this?
13. Show me ... ?
14. Can you give me an example of that?
15. What do you think causes ... ?
16. What is the nature of this?
17. Are these reasons good enough?
18. Would it stand up in court?
19. How might it be refuted?
20. How can I be sure of what you are saying?
A lot of conversation also happened while creating the mind map especially class mind map.
There were some children who participated actively to share their ideas. These children
volunteered to write the information on the white board and compete with each other. Other
children who initially observed their peers started to be motivated and participate as well. The
brainstorming session, in a way was a very effective method to make the children think critically
as some of them managed to relate the programme contents with real world situation. Some of
the finished products were very creative, and the outstanding ones were showed to others at the
end of the activity.
Next, the students were eager to participate on the learning network which has been created. The
students were able to upload their mind maps as well as viewing and commenting others’ mind
maps. The most creative and outstanding mind maps received good comments and in a way
make other students inspired and motivated to create better mind maps in future. The students
were also adding some ideas on their friends’ mind maps.
Finally is the webcam activity. The webcam activity was the most exciting session for the
students. The students looked very happy when they first saw the faces of friends from other
locations. During the activity, the students introduced themselves and showed their mind maps.
Some of the students were very shy at the beginning. It can be seen from their uncomfortable
face expressions and slow articulation while interacting but after a while, the students became
more comfortable and participating. This was clearly showed by their facial expressions.
Although the connection was not very good during the webcam activity which made the
interaction delayed and lagged sometimes, the students still wait patiently for the response from
their friends.
4.4 Discussion
In this study, output-based evaluation was used to determined what the learners were actually
learnt. The output-based evaluation is the most suitable to be adapt in this study because the
activities conducted was design to make them produce output such as mind maps. The judgement
was basically based on the quality of the output. Based on learners’ production of artefacts and
their feedback, it shows that the instructional design is effective for them to learn about
appropriate use of technology to support learning. The brainstorming session has shown that
some of the children were able to analyze the issues critically. However, the language of
instruction was a big barrier. The children were facing some difficulties to understand the
contents of the programmes in English. They also become less attentive to the viewing.
There are critical elements of collaboration need to be considered in order to make collaboration
successful. One important aspect of ensuring that a group can successfully work together as a
team is the effective communication that the team members can have with one another. In this
research context, the children were consisting of a group of people who live in both same and
different community. Therefore, this is a big challenge for the children to collaborate. The
children might feel uncomfortable with one another and could hardly understand the way each
team member works.
Apart from that, an atmosphere whereby the team members felt that there is a joint responsibility
for learning, have learning ownership, meaning is negotiated and participation structures are
understood and ritualised play a very important role. From observation, some of the children
managed to show the criteria of joint responsibility while the rest are still very passive and tend
to become easy riders. Technology and other resource explorations should also be used to
facilitate idea generation and knowledge building within the community of learners.
On the other hand, in order to make collaboration happens effectively, the learning environment
must also be capable of building positive interdependence amongst the learners. Positive
interdependence happens when team members positively correlate with one another and are
committed not only towards individual gain but also collective gain. During the first scheduled
activities between both sites, the children from Lubok Antu did not turned up, therefore it is
clearly shown that the element of positive interdependence were not exist during that particular
time. Fortunately, the children attended the following activities session and showed positive
attitudes by motivating and encouraging all the other team members to participate in activities
and discussions especially while creating a class mind map so that the shared common goal
within the group is achieved (Kagan).
Positive interdependence can be applied in a CSCL environment when the technology to
facilitate cooperative interaction allows asynchronous and synchronous communication. This
allows learners to share knowledge, construct shared understanding and achieve deeper learning
outcomes through the interaction that members have with one another. In this research, the
asynchronous communication happened while communicating using the online learning network
while synchronous communication occurred during the webcam session.
On the other hand, the learning environment must also be capable of encouraging independent
and group accountability, whereby the members are all committed towards bringing value to the
group for the purpose of creating deeper understanding and learning amongst the group members
(Kagan). Only few children managed to show the element of individual accountability during
the activities. However, the rest of the children started to participate actively after observing
positive responses from other children. In this study, all children were given the opportunity to
participate equally in terms of task design and time given. The environment was also encouraged
simultaneous interaction especially during brainstorming session. All children were given the
same opportunity to listen and answer simultaneously.
Group processing is another important element as it allows the group members to reflect on the
work and interactions and allows them to focus on refining and improving efforts to achieve the
goals of the group (Johnson & Johnson, 1991). This can be encouraged through group
discussions reflecting their work together as a group and having constructive feedback regarding
what does and does not work for the group. This in turn gives them the opportunity to sort out
any issues at hand as well as strengthen the bond among the members of the collaborative group.
While the analysis obtained from the questionnaire showed majority of the children preferred
doing and thinking as learning style, it does not reflects most of the participants during the
activities. Most of the children showed interest from the activities that allow watching, thinking
and brainstorming which falls under watching and feeling category. These positive attitudes are
clearly expressed during the brainstorming session. Although the students faced some difficulties
in understanding the language of instruction, they managed to analyze the programme contents
and recall their prior knowledge on a particular issue.
Previous study by Nirmala & Shakuntala (2011) has shown that the use of mind mapping was
able to show a significant improvement in the critical thinking skills of nursing students. While
Davies (2010) stated the advantages of mind mapping include its ‘‘free-form’’ and unconstrained
structure. There are no limits on the ideas and links that can be made, and there is no necessity to
retain an ideal structure or format. Mind mapping thus promotes creative thinking, and
encourages ‘‘brainstorming’’. The main use of mind mapping is to create an association of ideas.
However, another use is for memory retention. The mind map also was intended to be used as a
preparation before webcam session. A mind map template was given to all participants during
the activity. The outcome of this research has shown that some children managed to analyze the
issue and link the ideas to the real experience.
4.5 Summary
The chapter discusses the overall results of this research. Results show that there were 30
participants out of 127 involved in the structured learning activity. Some of the participants were
able to show the critical elements of collaborative learning during the activities. The result also
has shown that the use of mind mapping can enhance critical thinking among learners.
4.0 Summary, Conclusion and Recommendation
5.1 Introduction
This chapter represents the summary, conclusion and recommendation for future study for this
research.
5.2 Summary
Rapid advancements of technology have enabled communities all over the world today to
collaborate as a group in various fields and areas of interest at literally a click of a button. In
regards to this trend, online collaborative learning is considered as an effective learning method
which is increasingly popular. Interestingly, increased use of social technologies provides an
opportunity to replace passive entertainment with social interaction. In regards to this trend,
online collaborative learning is considered as an effective learning method which is increasingly
popular. Children take part in activities to the extent that they are able, observing and receiving
feedback from others with more expertise (the teacher or more advanced children).
The purpose of this research is to investigate children’s learning using technology through online
collaboration, to discover the critical elements of collaboration between the students in each both
participating sites by providing assistance, encouragement and motivation to each other as well
as to o find out how children build new knowledge through online collaboration and producing a
group of students who think creatively and critically in learning and analyzing things.
The researcher used mixed method approach to conduct this research. The research method
chosen is the approach in which quantitative and qualitative studies were used. The design
followed Explanatory Sequential Design (known as a two-phased model; Creswell & Plano
Clark, 2011) consists of first collecting quantitative data followed by qualitative data to help
explain or elaborate on quantitative result.
The data analysed using interpretive analysis and simple statistical method. For quantitative data,
Microsoft Excel was used in order to identify the learning style preferences. Other than that, the
data collected from structured learning activities and observation were interpreted in order to get
the information about connecting children with technology based on CSCL approach.
5.3 Limitations of the study
This research involves qualitative study whereby the result will probably become too subjective
and difficult to be evaluated. It is not easy for the researcher to conclude the results because the
data may be not perfectly acceptable.
Another limitation of this study is time constraint. A qualitative research requires the researcher
to analyse data for longer period compared to quantitative research. The time provided by the
institution is very limited.
5.4 Recommendation
There is a recommendation which can be taken to improve the research on connecting children
with CSCL based technology to support learning. Based on this research, the study involved
participants only in a small population which were the children from four locations (only two
locations involved in the learning activities). First of all, future research need to be well prepared
planned and arranged since this research is involving children from different locations. Similar
research can be done in future in other locations to find out whether the children give similar
responses and outcome as this particular research.
Research about connecting children with technology also can be investigated by looking on the
different collaborative activities and other tools. A study about the effectiveness of using
collaborative learning activities and tools also need to be better investigated.
5.4 Conclusion
Children’s learning through collaborative approach in technology-based environment has the
potential to make learning become more meaningful in particular for children living in rural
areas. It is important to emphasis on the contents that are able to make the collaboration more
effective. Collaborative learning has been widely known as a successful approach in hundreds of
studies. More research is now needed to examine the elements of collaborative learning among
children, such as how to improve the level of student interaction particularly in Malaysia context.
Researchers should focus on matching collaborative activities to types of tasks and determining
which are most suitable for different types of learners and content
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