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Collaborative Assessment Strategies

Collaborative Assessment Strategies

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Thesis
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This thesis examines the development of a new Collaborative Instructional Systems Design (CISD) model to facilitate the development of collaborative learning applications, specifically in the context of Large-Scale Shared Digital Spaces (LSSDS). Collaboration is an active process where two or more learners are engaged to create, develop and accompl...

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... Topics for collaborative learning should be of interest to participants and have immediate relevance to their day-to-day professional roles, and participants should have practical experience to share that is directly related to the topic area. 17 Thus, collaborative learning does not work well when learners do not have the requisite foundational knowledge or are not ready or willing to actively participate in learning, in which case instructional learning would be more appropriate. 15 Collaborative learning also has drawbacks and has been criticized for being labor and resource intensive; its reach in terms of the number of people who directly benefit may also be limited. ...
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هدفت الدراسة إلى تقصي فاعلية أنشطة الألعاب الرقمية في تنمية التحصيل المعرفي ومهارات التعلم التعاوني في مقرر العلوم لدى طالبات المرحلة الابتدائية في المدينة المنورة، واتبعت الدراسة المنهج شبه التجريبي، وتمثلت أدوات الدراسة في اختبار تحصيلي وبطاقة ملاحظة مهارات التعلم التعاوني وتم تصميم لعبة رقمية تعليمية بعنوان (النظام الشمسي). وتکونت عينة الدراسة من (61) طالبة من طالبات الصف السادس في الابتدائية (112) في المدينة المنورة في الفصل الدراسي الثاني 1442ه. وتم اختيار العينة بطريقة عشوائية،وتم تقسيم عينة الدراسة إلى مجموعتين، مجموعة ضابطة تکونت من (28) طالبة ،تم تعليم المجموعة الضابطة بالطريقة الإعتيادية، ومجموعة تجريبية تکونت من (33) طالبة تم تعليمهم باستخدام أنشطة الألعاب الرقمية لمقرر العلوم، ولتحقيق أهداف الدراسة صُممت المواد المعالجة التجريبية، وبعد تطبيق أدوات الدراسة قبلي وبعدي وتنفيذ تجربة الدراسة استخدمت عدد من الأساليب الإحصائية المناسبة لمعالجة هذه البيانات، وقد تم استخدام برنامج SPSS لمعالجة البيانات، تمثلت الأساليب الإحصائية المستخدمة في الدراسة اختبار "ت" لمجموعتين غير مرتبطتين، اختبار "ت" لمجموعتين مرتبطتين، معامل ارتباط بيرسون، مربع إيتا، نسبة الکسب لبلاک، أظهرت النتائج فاعلية أنشطة الألعاب الرقمية في تنمية التحصيل المعرفي ومهارات التعلم التعاوني لمقرر العلوم، وبناءً على تلک النتائج أوصت الدراسة بالاهتمام بتوظيف أنشطة الألعاب الرقمية المصممة لتعليم طالبات الصف السادس الابتدائي في مقرر العلوم؛کما أوصت الدراسة بإنشاء مستودع رقمي لإنتاج ومشارکة أنشطة الألعاب الرقمية التعليمية في مقرر العلوم لطالبات الصف السادس الابتدائي، مع إتاحة الوصول الحر لمعلمات الصف السادس الابتدائي للاستفادة منها.