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Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

Technology Use in CSCL: A Content Meta-Analysis


Heisawn Jeong Cindy E. Hmelo-Silver
Hallym University Rutgers University
heis@hallym.ac.kr cindy.hmelo-silver@gse.rutgers.edu

Abstract Collaborative Learning (CSCL). CSCL aims to


This study examined technology use in Computer provide technological supports for collaborative
Support for Collaborative Learning (CSCL). A learning and has been considered to be one of the
content meta-analysis of empirical CSCL research most promising applications of modern information
was carried out to address three research questions: and communication technology toward the
(1) What kinds of technologies are being used in improvement of teaching and learning [18].
CSCL research, (2) What kinds of collaboration are CSCL applications include a wide variety of
supported, and (3) What are the contexts of applications. For example, interaction technologies
technology supports (e.g., learning domains, such as e-mails or chat are used widely as they help
educational levels, and pedagogical approaches)? learners to interact with distant partners, expanding
Empirical CSCL studies were selected from seven the circle of people they can collaborate with. In
leading journals of the field. Analyses of a random addition, technologies that are not necessarily
sample of these studies showed that CSCL designed with collaboration in mind are also used
applications typically embedded more than one actively in the field [18]. Computer simulations, for
technology in their environments with the most example, provide representational tools for scientific
common technology being communication technology. phenomena that can be difficult to perceive with the
Perhaps not surprisingly then, distributed naked eyes. They can be used alone [19], but are also
collaboration was more frequently supported than often used in small groups as students engage in the
face-to-face collaboration in CSCL applications. manipulation of variables, observe resulting
Analyses also showed that CSCL was carried out outcomes, and construct explanations of the
across a range of disciplines in a variety of phenomena collaboratively [20-22].
pedagogical contexts. Based on the analyses, five In order to conceptualize different kinds of
different types of technological supports for technological supports for collaborative learning,
collaborative learning are proposed. researchers have proposed contrasts such as
collaboration around versus through computers [18]
or technology as a medium versus technology as a
constraint [23]. In the former contrast, the role of
1. Introduction computers as communication device was contrasted
with their role as an object (i.e., contents) of
Collaboration stimulates elaboration of communication. In the latter, the role of computers as
knowledge, social knowledge construction, and a communication device was contrasted with their
collective knowledge building [1-3]. During role to impose constraints on the interactive learning
collaboration, learners can learn from others, pool process. Although these contrasts have been useful in
their resources toward a common goal, and come up describing the different ways computers are used to
with a solution that might not have been possible support collaborative learning, we have reached a
alone. For these reasons, collaborative learning is point where a more sophisticated understanding is
often considered to be one of the most effective needed in order to better guide the efforts of the
forms of learning [4-8]. Numerous attempts have designers and instructors in CSCL. Rapid
been made to implement learning activities in the technological advancement is creating new forms of
context of small group interactions [3, 9-12], and interaction daily. In addition, the success of a given
computers have been actively used in this process technology is often critically dependent on the
[13-15]. Although computers and other technologies contexts in which they are implemented. The role of
were initially used to support individual learning [16- a given technology needs to be examined in the
17], the development of networked technologies contexts of its implementation. The goal of this study
contributed to the emergence of Computer-Supported is to systematically document different ways that

978-0-7695-3869-3/10 $26.00 © 2010 IEEE 1


Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

technologies are used to support collaborative widely, but have had greater impact on subsequent
learning in CSCL. In doing so, we also aim to research.
understand the contexts of technology support such Similar content meta-analysis was carried out in
as learning domains, educational levels, and this study to address the following research questions:
pedagogical approaches implemented in conjunction (1) What kinds of technologies are used in CSCL
with the technology applications. research, (2) What kinds of collaboration are
To achieve these goals, this study carried out a supported, and (3) What are the contexts of
content meta-analysis. While meta-analysis is technology applications in terms of learning domains,
typically associated with verifying statistical power educational levels, and pedagogical approaches?
of empirical results, content meta-analysis focuses on
conceptual aspects of the investigations. Recently, 2. Methods
there have been several content meta-analyses in
research areas related to CSCL [24-26]. For example,
Hrastinski and Keller examined research approaches 2.1. Journal selection
in educational technology. They examined 660
papers published in 4 journals in 5 year period (2000- In preparation for journal selection, we first
2004) [24]. They found that the majority of the surveyed the leaders of the field (i.e., the editorial
papers (68%) were empirical papers and most of board members of International Journal of Computer
them (87%) had explicit method section. About half Supported Collaborative Learning (ijCSCL) and
of the empirical papers (51%) used quantitative CSCL committee of the International Society of
methods, while 25% of the papers used qualitative Learning Sciences). We provided a definition of
method and 24% used mixed methodologies. CSCL to the community leaders and asked them to
Hew, Kale, and Kim also conducted similar meta- provide feedback. The resulting definition of CSCL
analysis in the field of instructional technology with based upon the feedback from 16 respondents was:
a focus on empirical articles [25]. They examined “Computer-supported collaborative learning (CSCL)
340 articles published in 3 journals during 5 year is an interdisciplinary research field that includes a
period (2000-2004). They analyzed research topics, branch of the learning sciences and educational
research methods, data collection methods and technology research concerned with studying how
research settings. They found that the majority of the people can learn together with the help of computers
articles published in the area were media studies or [27]. Research in CSCL focuses on learning as a
psychological studies that examined psychological cognitive and/or social process and studies learning
processes. Descriptive, correlational, experimental designs, learning processes and pedagogic practices
and quasi-experimental methods were the common that support technology-mediated coordination,
research methods with survey/questionnaires as the communication collaborative processes in
most common data collection method. As for communities of [28].”
research setting, higher education was the most We also asked the community leaders to nominate
common setting. leading journals of the field. In addition to ijCSCL,
In the field of e-learning, Shih, Feng, and Tsai the flagship journal of the CSCL community, there
attempted to identify important research trends and are numerous research journals where CSCL research
papers [26]. They used a combination of citation has been published. We thus asked the leaders to
analysis and content analysis and examined 444 name five journals other than ijCSCL and selected
papers published in five journals from 2001 to 2005. the following seven journals: (1) ijCSCL, (2) Journal
They coded the research topics of these studies and of the Learning Sciences, (3) Learning and
then identified 16 highly cited papers based on Instruction, (4) Computers and Education, (5) Journal
citation frequency. They found that almost half of the of Computer Assisted Learning, (6) International
articles on e-learning were on cognition in e-learning Journal of Artificial Intelligence in Education, and
with the most published topics being (a) interactive (7) Computers in Human Behavior. They are all peer-
learning (environment), (b) collaborative learning (as reviewed journals published by well-known
instructional approaches) and (c) perception and publishers with international authorship and
awareness (part of meta-cognition). Interestingly, the readership.
highly cited articles did not necessarily study the
most frequently studied topics. The highly-cited 2.2. Paper selection
articles addressed research topics such as
instructional approaches, information processing, and From the papers published in the seven journals,
motivation. These topics may not have been studied we identified empirical CSCL research to be used for

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Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

the content meta-analysis. By empirical, we mean we report on the analyses carried out on a random
that the study collects and analyzes empirical data. sample of the papers (33 papers, 19% of the total
Secondary data analysis, simulated results, theoretical number of CSCL papers; they were marked with * in
papers and meta-analyses were not included. The the reference). Specific codes for each category are
data may have been collected as part of a larger described below.
project, but the analysis and finding had to be new.
Papers that described the design process were 2.3.1. Technology. Technology refers to the
included if they reported on empirical data. The only technologies used to assist learning. There were 16
exception to this rule was methodology papers that categories: (1) E-mails, (2) Discussion boards (e.g.,
described development of specific assessment tools Knowledge Forum), (3) Chat, (4) Video-
or analysis methods. conferencing, (5) Mobile (e.g., mobile phones,
By CSCL research, we refer to studies where laptops, or other mobile devices), (6) Multi-media
students learned collaboratively with the help from (e.g., streaming videos), (7) Internet (e.g., websites,
computers or other technology tools. We define blogs), (8) Wiki, (9) Virtual reality, (10), Multi-user
collaboration as small group peer collaboration, that virtual reality environments (e.g.,
is, collaboration among learners who are similar in MOO/MUD/MUVE), (11) Game, (12) Simulations,
knowledge and status. This means that studies that (13) Representational tools (e.g., concept maps,
examine student-teacher interaction or whole class diagrams, or visualization tools), (14) Intelligent
discussions were not included unless they included System (e.g., simulated agents, Intelligent Tutoring
small group peer collaboration. Not all phases of Systems), (15) Others (e.g., any technology that did
learning needed to be collaborative, but at least parts not fit into the prior categories). The Internet was
of the learning should involve collaboration. The coded as a separate technology when its contents
applied technologies do not necessarily have to be (e.g., information on specific websites) were used for
collaboration technology such as e-mails or learning, but not when it was used as a medium of
discussion boards, but the technology needs to be communication (as in e-mails) or as a delivery
specific. Studies that investigated general technology system (e.g., online course management software).
use were not included. Interaction with computerized Similarly, servers and generic software were not
agents were included if it involved learning, but coded unless they were directly used to support
interaction involving Intelligent Tutoring Systems learning or collaboration. When researchers differ in
was not included unless the system was used their usage of terms, we followed the more
collaboratively. Studies about motivation or attitudes conventional description used by majority of the
were included if they were studied in relation to researchers. For example, discussion boards were
learning. sometimes described as conferencing technology [29-
Excluding non-research articles (e.g., editorials, 30], but are considered more widely as a discussion
book reviews, or obituaries), 868 articles published in board and were thus coded as such.
the 2005-2007 period were screened, which means A paper could be assigned multiple technology
three years of publication (two years of publication in codes when the study compared the effect of different
the case of ijCSCL). Although the final set of technologies (e.g., shared wireless laptop vs. shared
selected papers is subject to change with additional workspace) [31] or when several different
coding, the total numbers of selected papers is 175 at technologies were used together (e.g., mobile device
the moment. This means that 20% of the papers with representational tools such as concept maps or
published in the seven journals during 2005-2007 simultaneous use of chat and blogging) [32-33]. In a
were empirical investigations of CSCL. few cases, individual technologies were collapsed
into one when they constituted a package (e.g., a
2.3. Content analysis tutorial containing visualization and simulations of
the learning materials) [34] or an integrated
A combination of inductive and deductive environment (e.g., WISE; Web-based Inquiry
approaches was used to develop coding categories. Science Environment) [35] that were examined as a
Codes were initially developed based on a whole without a specific research focus.
combination of several top-down schemes (e.g.,
categories drawn from the submission descriptors of 2.3.2. Collaboration. Collaboration refers to the
the 2005 CSCL conference), but then later refined types of interaction that occurred among learners.
bottom-up through multiple iterations of coding (see There were four types of collaboration: (1) Face-to-
Hew et al., 2007 for a similar approaches for code face, (2) Distributed: Synchronous, (3) Distributed:
development in content meta-analyses). In this paper,

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Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

Asynchronous and (4) Other. Face-to-face Other (e.g., professionals). Multiple coding was
collaboration refers to co-located and synchronous allowed when more than one level was studied.
interaction. Distributed collaboration refers to
collaboration among distributed learners and can be 2.3.5. Pedagogical approaches. Pedagogical
either synchronous or asynchronous. While face-to- approaches refer to the instructional strategies used
face, synchronous, and asynchronous interaction refer by teachers. They reflect teachers’ beliefs about how
to verbal interaction between specific human learners, learning occurs and how to best promote learning.
other category refers to miscellaneous interaction Pedagogical approaches were coded into the
types such as (a) non-verbal interaction (e.g., following categories: (1) Traditional instructions (e.g.,
interaction through argumentation map), (b) lectures), (2) Distance learning (e.g., learning in
interaction with computer agents, or (c) indirect online courses), (3) Case-based instruction, (4)
interaction (e.g., collaborative filtering or data Problem solving, (5) Problem- or Project-based
sharing). learning, (6) Design-based learning, (7) Discovery
Multiple coding was allowed when students learning, (8) Hands-on/active learning, (9) Inquiry,
engaged in more than one type of collaboration. For (10), Game, (11) Discussion, (12) Script/roles, (13)
example, one study compared different versions of a Argumentation, (14) Scaffolding, (15) Miscellaneous
course that was implemented in face-to-face, collaboration, (16) Other approaches. Space does not
synchronous, and asynchronous learning [36]. In permit us to describe these pedagogical approaches in
another study, there were two layers of collaboration detail, but they often emphasize different
so that within-group collaboration was carried out instructional activities. For example, in case-based
face-to-face, while between-group collaboration was instruction, learning takes place around analyzing
carried out over distance, both synchronously and case examples. Examples are selected to highlight
asynchronously [37]. prototypical features and/or contrast important
dimensions [38]. In problem-based learning, students
2.3.3. Learning domains. The domain of the study learn through solving problems collaboratively and
refers to academic disciplines, that is, the knowledge reflecting on their experiences. We distinguish
or skills of the domain that learners were trying to problem- or project-based learning from problem
acquire. Domains were coded into five categories: (1) solving as a pedagogical approach because in the
Science and math (e.g., physics, statistics), (2) former, problems are used as a context where
Literacy and history, (3) Social sciences (e.g., students figure out what they need to know as they
psychology, instructional science), (4) Professional solve the problems (e.g., learning of human
(e.g., nursing, engineering, teacher education, etc.), physiology in the context of diagnosing disease) [31,
and (5) Other (e.g., workplace learning, learning of 39-40]; in the latter, problems are used as a context of
social skills). These categories typically refer to applying and practicing what they have learned
academic disciplines in higher education, but they previously (e.g., exercise in mathematical word
were also used to code related subject areas taught in problems) [41]. In design-based learning, students’
secondary schools. They were also used to code activities are structured around designing artifacts
laboratory tasks if experiments were carried out. In (e.g., car) [42-43]. In discovery learning, students
some cases, the learning domain was cross- explore and experiment with the materials in an
disciplinary (e.g., science communications, unguided manner and are encouraged to discover
information technology in education). These domains important principles of domain by themselves
were coded to one of the domains that would best without being taught. In hands on/active learning,
characterize the subject area or tasks, but if it was students engage in active hands-on activities such as
unclear, it was coded as other. In addition to cross- manipulating a tool and making artifacts [4]. In
disciplinary domains, other domains included hard- inquiry learning, the emphasis is on learning the
to-categorize domains and unclear cases (e.g., process of inquiry, so that students can think and
university orientation). Multiple coding was allowed reason as scientists themselves [35, 44].
when more than one domain were studied. In discussion pedagogy, students are asked to
engage in discussions of the learning materials.
2.3.4. Educational levels. Since most of the research While students’ interaction is rather unstructured in
papers studied students, the following three this case, in script/roles, students are asked to follow
educational levels were used: (1) K-12 for primary certain scripts and/or roles that specify which
and secondary education settings, (2) Higher activities need to occur, in what order, and by whom
education (i.e., undergraduate and graduates), and (3) [10, 37, 45-46]. In argumentation, students are asked
to argue their beliefs against another student or

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Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

groups and construct a sophisticated understanding in 51-52], shared workspaces [42, 53], and learning
the process. In scaffolding, another learner assumes environment such as the WISE (Web Integrated
the role of helping students’ learning by monitoring Science Environment) that were specifically designed
their progress and providing feedback [47-48]. for CSCL [35].
Miscellaneous collaboration pedagogy includes other
collaborative pedagogy such as jigsaw method where
50%
students each carry out different portions of a task
and later combine their individual work [33]. These 40%
five approaches are called collaborative pedagogy in 30%
this study. Although other pedagogical approaches
can incorporate and emphasize collaboration, their 20%
focus on collaboration is mostly secondary. On the 10%
other hand, these five collaborative approaches
0%
specifically focus on collaboration with emphases on

Simulations
Mobile
Multi-media
Video-conferencing
E-mails

Game
Wiki
Virtual reality
Chat

Muti-user virtual reality

Intelligent Systems
Others
Discussion Boards

Represention tools
Internet/Web
different ways of collaboration.
Pedagogical approaches were coded only when
some kinds of instructions occurred. Studies that did
not include instruction (e.g., technology use at
professional conferences) were thus excluded from
this coding. Typically, bits and pieces of different
pedagogical approaches are incorporated together in
a given CSCL application or environment. For
example, distance learning courses were often Figure 1. Technology
implemented with regular online conferences or topic
discussions [29-30, 36]. Problem-based learning was A single study often implemented multiple
also implemented with script/role assignments [41]. technologies. The mean number of technologies
Instead of coding one overarching pedagogical implemented in a study was 1.82. Note that the actual
approach, we thus coded salient instructional number of individual technologies in CSCL research
strategies used in the study. can be larger because we occasionally collapsed
different technologies into one. About half of the
papers (52%) studied a single technology such as
3. Results simulation or chat, and about one third (30%) of the
papers studied two technologies. The rest of the
3.1. Technology studies used more than two technologies.

The frequencies of technology use are shown in 3.2. Collaboration


Figure 1. Of the coded technologies, the most
commonly used technologies for CSCL were Frequencies for the collaboration codes are
discussion boards (33%) and chat (30%). The next presented in Figure 2. The results showed that
most frequently used technologies were mobile learners in CSCL environments engaged in
technologies (12%), representational tools (15%), and distributed asynchronous collaboration most
intelligent systems (12%). Several technologies did frequently (48% of the studies), followed by face-to-
not appear in our sample (e.g., wiki, virtual reality), face (39%) and distributed synchronous collaboration
but this may be due to the small sample size. The (36%). The other interaction type included indirect
result that the other technology had the highest collaboration through peer assessment systems [51],
frequency was unexpected, but reveals the diversity collaborative filtering [54], or resource sharing [31].
of technology applications in CSCL. A closer Learners also engaged in more than one type of
examination of the other category showed that about collaboration in a single study [32, 55-58], but the
half of them were stand-alone, often commercial, majority of the studies (70%) used one type of
applications. For example, the SPSS, statistical collaboration.
software, was used in collaborative statistical Face-to-face collaboration was supported by a
problem solving in one study [49]. A word processor diverse range of technologies such as tutorials,
was used to compose messages before writing a chat statistical software applications, and handheld
message in another study [50]. Also included in the computers. Students typically shared the technology
other technology were peer assessment systems [47, and interacted around it, but in some cases had their

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Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

own devices or applications. For example, in one they roam different parts of the university with
study students engaged in face-to-face collaboration mobile devices.
each with their own handheld device [41]. The task Although the sample size was too small to
was divided so that each student carried out a definitively determine whether specific technology or
different portion of the task and the changes that collaboration types were associated with specific
individual students made with his or her handhelds domains, we selected the two most widely used
were propagated to other members’ handhelds. In this technologies (i.e., discussion board and chat) and
case, the handhelds allowed learners to work on examined whether they are used differently across
different parts of the problem simultaneously and yet learning domains. The two tools were used most
be in synch with other members’ progress. In case of frequently in social sciences (75%) and
synchronous collaboration, it was mostly supported literature/history (60%), then in professional (50%)
via chat (83%) and then by video-conferencing (17%). and science/math (37%). This differential technology
Asynchronous collaboration was supported by use across domains seems to be related to the kinds
diverse technologies. Although discussion boards of collaboration supported by technology in each
(62%) were used most frequently, other technologies domain. Technology supported face-to-face
such as e-mails (12%), peer assessment systems interaction mostly frequently in science/math (62%),
(12%), blog or virtual post-its (6% each) were also followed by social science (50%), literature/history
used as tools of asynchronous collaborations. (40%), and professional domains (37%). More
analyses needs to be done, but it seems that
technologies are used to support face-to-face
50%
collaboration around computers in science/math more
40%
so than in other domains. This may be due to the
30%
complexities of learning complex scientific
20%
phenomena and concepts collaboratively over
10%
distance.
0%

50%
40%
30%
20%
Figure 2. Collaboration 10%
0%

3.3. Learning domains

CSCL technologies were used in a range of


domains, as shown in Figure 3. Of the coded domains,
science/math and professional (24% each) were most Figure 3. Learning domains
frequently used as learning contexts. Literacy/history
(15%) and social sciences (12%) were next most 3.4. Educational levels
frequently used learning domains. The emphasis on
science/math may reflect the funding pattern for
CSCL research, most notably in the United States, Educational levels used in CSCL research is
coming from the National Science Foundation. Many presented in Figure 4. The majority of the learners
applications of CSCL research were carried out in was in higher education (58%), followed by K-12
other domains (27%), which included cross- (36%) and other (6%). Learners in K-12 and higher
discipline domains and hard-to-categorize or unclear education seemed to be differentially supported by
domains. Although most CSCL research dealt with technology. In K-12, technology supported face-to-
learning academic domains, there were a few face collaboration (50%) more frequently than
application of CSCL in non-academic contexts. One distributed synchronous (17%) or asynchronous
study, for example, used an orientation task for a collaboration (25%). On the other hand, in higher
university rally that was designed to help event education, technology supported distributed
participants (e.g., parents, visitors to the university) collaboration (42% for synchronous and 58% for
to get to know the university. In this study, asynchronous) more frequently than face-to-face
participants engaged in problem solving activities as collaboration. The use of face-to-face CSCL in K-12
educational is not surprising as learners are in the

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Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

same building on similar time schedules. In contrast, showed that CSCL environments typically embed
in higher education settings, learners may be in more than one technology, probably in reflection of
different locations and have a variety of scheduling the realization that adoption of a single technology is
constraints. often insufficient to the desired outcomes.
Communication technologies such as discussion
boards and chats were most commonly used, but a
70%
diverse set of non-communication technologies is
60% also used in CSCL. Technologies supported
50% distributed collaboration more frequently than face-
40% to-face collaboration. Distributed synchronous
30% collaboration was supported mainly by
20% communication tools such as chat or video-
10% conferencing, whereas face-to-face and asynchronous
0%
collaboration were supported by more diverse tools
such as discussion boards, simulations, intelligent
K-12 Higher E Other
systems, or blogs. CSCL supported learning across a
range of disciplines, but is more likely to be studied
Figure 4. Educational levels
in higher education than in primary or secondary
educational contexts. A number of interesting
3.5. Pedagogical approaches interactions between technology, collaboration, and
learning contexts also emerged from the analyses.
The pedagogical approaches in CSCL research The analyses of this study expanded and
are summarized in Figure 5. Perhaps not surprisingly, elaborated our understanding about the kinds and
collaborative pedagogy was implemented most nature of supports technologies provide for
frequently (45%), followed by distance education collaborative learning in CSCL. Building upon earlier
(21%), problem/project-based learning (15%), and conceptualizations [18, 23], we propose five ways
problem solving (12%). Except in one study, distance technology supports collaborative learning. First,
education was always complemented by one of the technologies can support collaborative learning by
collaborative pedagogies [29], suggesting that CSCL providing a focal point of interaction around which
is often used to remedy some of the shortcomings of learners discuss, argue, and explain [18].
distance education where students typically have Technologies such as simulations, the Internet,
little chance to interact with each other. applications that scaffold learners with explanation
and meta-cognitive prompts are all frequently used
collaboratively [31, 59-60].
30%
Second, technologies can support collaborative
learning by facilitating communication and
20% interaction. Technologies such as chat and
conferencing tools make distributed collaboration
10% possible as partners in remote locations can interact
synchronously with the help from these tools [56, 61-
0% 64]. Technologies such as discussion boards or e-
mails also allow learners to interact whenever and
Traditional instruction

Scaffolding
Discussion
Distance L

Active/hands on L
Discovery

Inquiry L
Problem solving
PBL/project-based
Design-based
Case-based instruction

Argumentation

Other
Game

Misc collaboration
Scripts and roles

wherever they want [36, 56]. These types of


technologies are necessary in certain contexts such as
in distance learning, but are extensively used in other
contexts as well.
Third, technologies can be used to support
collaborative learning by imposing structures and
Figure 5. Pedagogical approaches constraints on the interaction process [23].
Researchers have reported that learners do not always
engage in activities associated with the outcomes of
4. Discussion collaborative learning [13-14, 45, 65]. Technologies
can be used to guide learners toward task-specific
This study investigated technology use in CSCL. interactions. For example, mandatory sentence
A content meta-analysis of empirical CSCL research openers or prescribed message categories in

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Proceedings of the 43rd Hawaii International Conference on System Sciences - 2010

communication interface can help learners to engage Understanding the recurring perhaps more
in more task-specific interactions [66-67]. CSCL has prototypical combinations of technology supports for
also implemented scripts and/or roles so that critical collaborative learning across a range of learning
collaborative learning activities can be facilitated domains and educational contexts can also help
[68]. designers and instructors decide how they can take
Fourth, technologies can be used to support advantage of new technological tools for enhancing
collaborative learning by providing tools and collaborative learning. Research syntheses, as in the
resources to manage and regulate interaction present study, are important in helping us understand
processes. Representational tools such as whiteboards critical aspects of technological supports for
and graphic tools complement communication collaborative learning in their full complexity.
processes by providing deictic cues and also make Understanding how CSCL applications have been
the interactive process explicit [33, 56, 69]. They used will enable us to both learn from the past, and
become the basis of negotiating shared meaning and more importantly, design for the future.
common grounds during interaction. The resulting
artifacts, be they argumentation maps or diagrams, or 5. Acknowledgement
Wikipedia pages, serve as a basis of shared
knowledge and collective memory. Technology also This research was in part funded by the National
makes it possible for members to share resources Research Foundation of Korea (NRF) (Grant No.
more easily [31]. 2009-0068919) awarded to the first author and a
Fifth, technologies can be used to support Rutgers University Faculty Research Council grant to
collaborative learning by creating new forms of the second author.
interaction. Traditionally, interaction meant direct
person-to-person interaction. In the past, such
communication happened via face-to-face
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discourse in web-based collaborative learning

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