Collaborative learning has long been part of university study; for example, through group discussion, laboratory work in pairs and group projects (Jacques, 1991). In the past, these kinds of collaborative activities have been available only to full-time, on-campus students because of the difficulties in finding time and space for students to work together (Kimball, 2001). However, Internet-based communication technologies have made possible more flexible approaches to learning that offer new opportunities for students to collaborate (Bonk, Malinkowski, Angeli, & Suplee, 1998; Collis, 1996; McLoughlin, 2002; Oliver & Omari, 1999; Palloff & Pratt, 1999). Support for learning “anytime, anywhere” has changed patterns of on-campus attendance at many institutions, meaning that students come to class irregularly, infrequently or not at all. Another recent trend in higher education has been the use of authentic activities to help students understand how the knowledge and skills they learn relate to practice (McLoughlin, 2002; Reeves, Herrington, & Oliver, 2002). Such “authentic” activities aim to set learning within a real-world context (Bennett, Harper, & Hedberg, 2001; Herrington & Oliver, 2000). The rationale for authentic activities comes from the assumption that “people transfer learning with difficulty, needing both context and content learning” and, therefore, “skills and knowledge are best acquired within realistic contexts” (Grabinger, 1996, p. 667). An authentic task reflects the characteristics and complexity of the real-world setting (Barab & Duffy, 2000). Thus, when collaboration is a feature of the real-world environment, it also reflects the ways in which practitioners work together, the range of perspectives on a problem or issue, and the way knowledge is shared within communities of practice (Brown, Collins, & Duguid, 1989; Duffy & Cunningham, 1996; Lave & Wenger, 1991). Case-, problemand project-based learning have been advocated as specific instructional strategies to support authentic activities (e.g., Duffy & Cunningham, 1996; Jonassen, Mayes , & McAleese, 1993; Savery & Duffy, 1995). These approaches are thought to offer a wide range of benefits to students by distributing knowledge and workload among group members, providing motivational support and bringing learners into contact with alternative interpretations and views. In particular, such approaches encourage collaboration through:
[1]
Thomas M. Duffy,et al.
Problem Based Learning: An instructional model and its constructivist framework
,
1995
.
[2]
Catherine McLoughlin,et al.
Computer supported teamwork: An integrative approach to evaluating cooperative learning in an online environment
,
2002
.
[3]
Jan Herrington,et al.
Multimedia, magic and the way students respond to a situated learning environment
,
1997
.
[4]
Peggy A. Ertmer,et al.
Problem-solving in a case-based course: Strategies for facilitating coached expertise
,
2001
.
[5]
Annemarie S. Palincsar,et al.
Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning
,
1991
.
[6]
A. Collins,et al.
Situated Cognition and the Culture of Learning
,
1989
.
[7]
Peggy A. Ertmer,et al.
Using Case Studies to Enhance Instructional Design Education.
,
1995
.
[8]
Jan Herrington,et al.
An instructional design framework for authentic learning environments
,
2000
.
[9]
Ron Omari,et al.
Using online technologies to support problem based learning: Learners' responses and perceptions
,
1999
.