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3.2 Linking Instructional Strategies to Learning Objectives     57

            Collaborative Learning
            Collaborative learning is broadly defined as a situation in which two or more people
            attempt to learn together (Dillenbourg, 1999) or to accomplish shared goals
            (Johnson & Johnson, 1986). Characteristics of effective collaborative learning
            include positive interdependence among members, group and individual account-
            ability, interpersonal skills, the ability to self-monitor, ensure consistent progress,
            and discontinue patterns of behavior that impede the progress (Johnson & Johnson,
            1986). Collaborative learning is a situation in which two or more people learn or
            attempt to learn something together. Examples for collaborative learning are parents
            completing a task with their kids, participating in community economic activities
            (Collaborative Learning, 2017). Small groups of 3 to 5 learners are often effective,
            and on occasion, roles may rotate among the members of a group to ensure that
            everyone learns all aspects of the task (Johnson & Johnson, 1996).

            Collaborative Knowledge Building
            Collaborative knowledge building focuses on problems and depth of understanding;
            it takes steps of the creation, testing, and improvement of conceptual artifacts in
            groups. Knowledge building represents an attempt to refashion education in a
            fundamental way, so that it becomes a coherent effort to initiate students into a
            knowledge creating culture. Accordingly, it involves students not only developing
            knowledge building competencies but also students coming to see themselves and
            their work as part of the civilization-wide effort to advance knowledge frontiers. In
            this context, the Internet becomes more than a desktop library and a rapid mail
            delivery system. It becomes the first realistic means for students to connect with
            civilization-wide knowledge building and to make their classroom work a part of it
            (Sardamalia & Bereiter, 2014). Examples of knowledge building are group dis-
            cussions, interactive questioning, dialogue, and so on.



            3.3  Types of Technology for Educational Uses


            Technology
            According to Rogers (1995), a technology is a design for instrumental action that
            reduces the uncertainty in the cause-effect relationships involved in achieving a
            desired outcome. Others define a technology as a systematic application of
            knowledge to solve a problem valued by a group or society. In both cases, the aim
            of a technology is to achieve a desired outcome.
              A technology may have two components: (1) a hardware aspect, consisting of
            the tool that embodies the technology as a material or physical object, and (2) a
            software aspect, consisting of the information base for the tool. Some technologies
            lack one or both of these components and may simply consist of a standard pro-
            cedure or general purpose algorithmic approach.
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