Computer-Supported Collaborative Learning
Computer-Supported Collaborative Learning or CSCL, is almost another term for CAI, or Computer-Aided Instruction. It differs however, in that it is more holistic and demands a collaborative virtual environment in which many people participate together to achieve a goal. Every persistent, collaborative virtual environment, from gameworlds to chat zones, to educational MUVEs is a CSCL.
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Resources in our database matching the Term Computer-Supported Collaborative Learning:
The dramatic growth in practical applications for machine learning over the last ten years has been accompanied by many important developments in the underlying algorithms and techniques. This book is suitable for courses on machine learning, statistics, computer science, signal processing, computer vision, data mining, and bioinformatics.
Video games have become both big business and a technological focal point for new forms of learning. Today games are not just played; players engage in game design, write fan fiction, and organise themselves into collaborative learning communities. In these communities players acquire 21st century skills in technology, but, in the best of these communities, they hone these technical skills and strengthen emotional and social intelligence.
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation.
This book is an introductory level coverage of AI. Specifically it covers methods and algorithms that allow computer programs to automatically improve through experience. Intended for upper level undergraduate and introductory level graduate courses in machine learning, it is understandably light on content in many areas.
In the natural world, the animal kingdom, and even in humans, almost all learning in the early years, and throughout life, occurs through play, it sticks if you have fun whilst doing it. In modern life, computer mediated environments and games are ubiquitous: In the shops, on the Web, streamed to the desktop, on TV, on the mobile phone and PDA, on the blackberry. However, there is one technological place they are absent: The modern school classroom.
Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools.
The Learning Locomotion program by DARPA is attempting the creation of self-learning robots, with legs, not wheels, who can traverse any terrain.
Written by the creators of OpenCV, the widely used free open-source library, this book introduces you to computer vision and demonstrates how you can quickly build applications that enable AR applications, peripherals and robotics to interpret visual input from cameras, separate out the elements of the scene, and then make decisions based on that data.
Good Video Games and Good Learning is a book dedicated to deep insight about games and learning. Whether you are creating games, simulations, or full blown multi-user virtual environments, this book is invaluable.
Indusgeeks has built a platform on Second Life that enables students in distance-learning programmes to plug into a simulated environment replicating and enhancing physical life learning processes
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Education is on the cusp of a transformation because of recent scientific findings in neuroscience, psychology, and machine learning that are converging to create foundations for a new science of learning.
Writing in Friday'...
Traditional classroom teaching in higher education could learn a thing or two from online teaching, otherwise known as e-learning, according to a University of Illinois professor who studies computer-mediated communication, information exch...
Wednesday 9th January 13.00 - Thursday 10th January 16.00
This event continues to explore the meanings of Learning in and for a Complex World. It provides a starting point for an Appreciative Inquiry aimed at discovering how ...
22 - 25 July 2008
The IADIS e-Learning 2008 conference aims to address the main issues of concern within
e-Learning. This conference covers both technical as well as the non-technical aspe...
19-21 June 2010
Asilomar Conference Grounds, Monterey, California, USA
Submit your paper to general conference or to a specific theme area.
1) Artificial Intelligence
2) Computer Science and Games...