Scaffolding in Innovation, Implementation and Evaluation of ICT Supported Education
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Lahti, J., Marjomaa, E. & Littleton, K. (2003). Scaffolding in Innovation, Implementation and Evaluation of ICT Supported Education. In D. Lassner & C. McNaught (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2003 (pp. 2138-2141). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/14162.
Conference Information

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2003
Honolulu, Hawaii, USA
2003
ISBN 1-880094-48-7
David Lassner & Carmel McNaught
AACE
More Information on EDMEDIA
Table of Contents
Authors
Abstract
We describe and analyze two virtual university courses based on different pedagogical approaches. From the viewpoint of faded scaffolding we will highligt learner's possibility to become a subject of his/her own learning. As scaffolding fades the responsibility and activity of learner increases. Here we refer both to the theory of problem-based-learning and to collaborative social theory of learning. Non-authorised scaffolding and evaluation faces the challenges of ICT based virtual environment. According to our empirical notions, learners utilize best by doing and their thinking could be seen related to their engagement in action. Innovations are considered in light of technical limitations and possibilities. Special attention is paid on scaffolders competence to motivate, recognize and understand group processes and the qualities of linguistic socialization in virtual environments. Virtual technology offers appropriate tools for scaffolders as we describe them.
Keywords
Also Read
- Usage Analysis in Learning Systems
- The International Handbook Summit Call to Action for Learning with Technology in the 21st Century
- Elementary School Students’ Attitudes toward Applying Wikis or Blogs for Collaborative Note-taking Activities
- The Connected Learning Space
- Power and Flow Experience in Time-Intensive Business Simulation Game
- Implementation to Stimulate Consideration of Optimum Solutions Using Videoconference
- Children’s Models of the Internet
- Ubiquitous wireless laptops in upper elementary mathematics
- Learning Objects in Context
- Learning and Teaching with Electronic Games
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.


New comment