Summary
The traditional ePortfolio cannot effectively support collaborative learning which the learning today is moving toward to since the traditional ePortfolio systems only supports for the scope of a project, course, or organization, and compatible technologies. It still lacks of options of peer review, group collaboration, and community learning (Barrett, 2005; Jafari, 2004; McGrath. 2005; Zubizaretta, 2004). The recent ePortfolio systems that tried to meet the needs also lacks of effectiveness and efficiency because of design problems. In addition, emerging Web 2.0 technologies such as blogs, wikis, and podcasts can benefit classroom research, writing, and learning (Barrett, 2005; Richardson, 2006). In the dissertation, followed by the design theories, practices, and a design research methodology by Walls et al. (1992), the author developed an Information Systems Design Theory (ISDT) for the next-generation ePortfolio systems. The author also developed KEEP Social Learning Suite (SLS) based on an open-source Carnegie-funded ePortfolio project following the ISDT. The author evaluated system with survey study from participants who had experience with the system for a month. From the result, the perceived value and effectiveness of the system had been improved. It also show that the perceived value of the system are positively related to SLS participation and perceived ease of use.
Design theories and ISDT: Design theories which are tied to kernel theories from natural, social sciences or practice supports both design and development of an artifact. Unlike descriptive and normative theories, design theories are prescriptive that intend to satisfy human goals. ISDT is prescriptive, integrating normative and descriptive theories into design paths and they have the goal to produce effective information systems. In order to test the design theories, ISDT examines both the application of scientific theory and the use of the scientific method.
Social Constructive Learning theories (Bruner, 1966; Piaget, 1950; Vygotsky, 1978; Wood, 1998): Berger and Luckmann (1976) state that one’s knowledge of everyday life is structured in terms of relevance, is socially distributed, and “is possessed differently by different individuals and types of individuals” (pp. 46). Learning is an active, social process. For example, students learn through interacting with people in school, at home, in public, and online. They exchange information they know, and sometimes work on project together.
Communities of Practice (Lave, J. & Wenger E., 1991): “Communities of Practice” was first introduced to refer to “groups of people who share a concern or passion for something they do and learn how to do it better as they interact regularly.” (Wenger, 2007) Then, the term was extended to organizational and educational learning by Wenger (1998). He suggested that “learning should be primarily a practice of identity formation and mode of belonging, and not just accumulating skills and information.”
Social Presence Theory (Short, Williams and Christie, 1976): Social presence refers to a person’s awareness of the presence of others in a communication or interaction medium, and the interpersonal relationships. It is an important factor in a communication medium (e.g., an online class or an ePortfolio system). The social effects of a medium are principally caused by the degree of social presence which it supports to its users.
nsf09559.mht
Social Learning Software Lab (SL2) v3.pdf
ITR 2004 Olfman Project Description.doc