Научная статья на тему 'PROMOTING TEAMWORK SKILLS IN E-LEARNING'

PROMOTING TEAMWORK SKILLS IN E-LEARNING Текст научной статьи по специальности «Гуманитарные науки»

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Ключевые слова
Teamwork / collaboration / AI / gamification / inclusive design / accessibility / e learning / Teamwork / collaboration / AI / gamification / inclusive design / accessibility / e learning

Аннотация научной статьи по Гуманитарные науки, автор научной работы — Aripova Y.

Collaboration is a key value to anything from education and work, all the way down into everyday life. In this post, we examine how the E-Course Platform fosters collaboration with its AI-based gamified learning ecosystem. To encourage team working in disabled and non-disabled learners alike, the platform integrates interactive elements such as multiplayer games, group projects and peer-to-peer learning. Its design, which is inclusive in every respect (i.e. it enables all participants to participate as equals — regardless of their physical or cognitive abilities), means that the platform also facilitates cooperation among diverse groups, and improves social integration by involving everyone into activities on an equal footing.

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PROMOTING TEAMWORK SKILLS IN E-LEARNING

Collaboration is a key value to anything from education and work, all the way down into everyday life. In this post, we examine how the E-Course Platform fosters collaboration with its AI-based gamified learning ecosystem. To encourage team working in disabled and non-disabled learners alike, the platform integrates interactive elements such as multiplayer games, group projects and peer-to-peer learning. Its design, which is inclusive in every respect (i.e. it enables all participants to participate as equals — regardless of their physical or cognitive abilities), means that the platform also facilitates cooperation among diverse groups, and improves social integration by involving everyone into activities on an equal footing.

Текст научной работы на тему «PROMOTING TEAMWORK SKILLS IN E-LEARNING»

Aripova Y., PhD in Pedagogy Senior Lecturer

Westminster International University in Tashkent PROMOTING TEAMWORK SKILLS IN E-LEARNING

Abstract

Collaboration is a key value to anything from education and work, all the way down into everyday life. In this post, we examine how the E-Course Platform fosters collaboration with its AI-based gamified learning ecosystem. To encourage team working in disabled and non-disabled learners alike, the platform integrates interactive elements such as multiplayer games, group projects and peer-to-peer learning. Its design, which is inclusive in every respect (i.e. it enables all participants to participate as equals — regardless of their physical or cognitive abilities), means that the platform also facilitates cooperation among diverse groups, and improves social integration by involving everyone into activities on an equal footing. Keywords

Teamwork, collaboration, AI, gamification, inclusive design, accessibility, e-learning

Introduction

Collaboration is an essential ability in educational and professional contexts. Being able to work together, share ideas openly with others and be resourceful is essential in achieving a common good. In a digitally driven world, filled with almost entirely digital transactions these days, E-learning platforms have become the powerhouse of developing such skills.

The E-Course Platform is an imagination to a technological advancement promoting teamwork through the aid of AI charged adventures for learning. The platform provides students with a variety of cooperative activities to promote teamwork, such as multiplayer games or team assignments. One unique feature of the E-Course Platform is its focus on inclusivity, meaning that any disability anyone may have can join and work actively in teamwork activities. In this article, we explain how the E-Course Platform can help develop teamwork skills in all of those who choose to participate, including learners with and without disabilities. The platform enables collaboration, enhances mutual understanding and problem solving which is critical to effective teamwork by creating a flexible, adaptive environment that suits the dynamic needs of different learners.

Collaborative skills for non-disabled learners

Online opportunities for teamwork are abundant in the E-Course Platform, therefore people learning without disabilities do profit in this way. Fostering teamwork, one of the core reasons behind this platform is its massive array of

multiplayer gaming titles. It is played by learners who work as a team to achieve goals or complete tasks, some of which are psychological in nature (Johnson & Johnson, 1989). For instance, in a language puzzle game, students could be grouped up and asked to make sentences out of words that are mixed up. During this exercise learners are required to work together, share their ideas and pool lots of grammar and vocabulary knowledge in order to get the answer just right. These applications provide learners with a practice environment for critical teamwork competencies (Dillenbourg, 1999); such as communication, conflict resolution, and shared decision making.

As well as multiplayer games, you can also do group projects, where you team up with other learners to tackle bigger assignments such as research papers or creative writing pieces. These tasks involve kinesthetic learning and force learners to manage objectives, feedback, and the melding of components for a coherent final product. Group learning experience can guide learners in understanding the importance of appreciating each other as well as knowing how to negotiate roles, offer constructive criticism and build consensus (Garcia & Anderson, 2022). Group projects also illustrate teamwork in the real world and stress on working together towards common goals.

One of the things that stands out in this space are their gamification elements which incentivize learners to work together successfully. Educators can gamify the platform and students get badges, points, or rewards by doing team-based challenges. These unicorns incentives the students to collaborate more into their colleagues and also unvs the success inside of group. Additionally, the game also generates some competitive feelings and by bringing out leaderboards, it creates a healthy competition that motivates learners to elevate their collaborative efforts (Dillenbourg, 1999). Collaboration for Students with disabilities

The E-Course Platform is based on the principle of universal design and can also be used by learners with disabilities to work together in teams without restrictions. This prevents obstructing of collaborative projects for disabled learners, as the accessibility tools such as closed captioning, screen reader compatibility and voice operated commands are provided in collaboration learning (Smith et al., 2018).

In the case of learners with a visual impairment, audio-based instructions and functions combined with screen readers can enable them to participate in group discussions while following along reading text or take part in collaborative writing experiences. One purpose of these tools is to ensure that visually impaired students have access to the same information as their peers, and can participate in group activities (Garcia & Anderson, 2022). For example, users with mobility impairments can still navigate and contribute to team projects on the platform by using keyboard shortcuts and voice commands (Meyer et al., 2014).

It also provides haptic feedback and sign language interpretation for hearing-impaired learners. These features make sure all auditory cues can be easily supported by visuals, or any tactile cues that learners need to remain engaged and interactive during collaborative activities. For example, when completing a group quiz or game, participants with hearing impairments can be informed of their turn to answer (and also know when someone has given feedback) through vibrational signals (Smith et al., 2018).

They have achieved this by providing readily available tools that are utilised for collaborative work, allowing disability learners to exhibit the unique knowledge they bring to the group and that has valuable positions in group achievements. This method builds a community of learners and ensures that all students, regardless of ability levels, have an opportunity to work on communication skills necessary for successful team work (Garcia & Anderson, 2022). This support is team-oriented first so that it either builds or further fosters aspects of teamwork but also empathy and understanding as a learner. The platform also provides greater empathy as both a result of getting to know learners with different abilities and experiences, and working towards the same goals together.

It is an opportunity for all learners that when, for instance, a learner with hearing impairment uses closed captioning or sign language to take part in a group discussion then their peers learn more about the life and reality of those who have disabilities. In the same light, learners who have impairments in vision tend to depend on audio descriptions as well as description through discussion of their teammates hence create a collaborative environment and mutual respect (Lee, 2021). Members of the community engage in interactions that help to create an atmosphere where diversity is celebrated and people help each other reach common goals.

As well as encouraging people with disabilities to get involved in group activities which challenge common stereotypes or misconceptions about living with a disability. And as students collaborate, they can appreciate the varying values and ideas that their classmates have. The last view is an inclusive stance that nurtures understanding, kindness, and cooperativeness as pillars for success — essential building blocks of successful educational teamwork environments (Garcia & Anderson, 2022).

Conclusion

It excels in team building as it serves to be a platform that is adaptive and reduces many of the barriers present between learners with disabilities and learners without disabilities. It includes everything from multiplayer games, to group assignments and peer-to-peer Bantu chats- to help learners build essential teamwork skills such as communication, conflict resolution, collective problemsolving in collaboration with their peers.

It prides itself for being the unique and inclusive platform of choice. Closed captioning, screen readers, and voice commands are examples of the

Accessibility tools that allow students with disabilities to engage in team-based work. Furthermore, by embodying the collaborative principle which is also an important component in this pedagogical strategy, learners with disabilities acquire teamwork skills but at the same time promote empathy and social inclusion among all members of the learning community. With Al-driven Adaptive Learning and Gamified Incentives, the E-Course Platform has successfully encouraged learners to collaborate, share goals and learn interpersonal skills which are basically required in this heavily connected world. This presentation of teamwork provides an excellent example for how e-learning platforms can help develop soft skills in a collaborative, all-encompassing manner.

References

Dillenbourg, P., 1999. What do you mean by 'collaborative learning'? In:

Collaborative-learning: Cognitive and computational approaches, 1st ed. Elsevier, pp.1-19.

Garcia, A. and Anderson, T., 2022. Inclusive learning environments: Integrating accessibility features into online platforms. Educational Media International, 59(1), pp.45-62.

Johnson, D.W. and Johnson, R.T., 1989. Cooperation and competition: Theory and research. Interaction Book Company.

Lee, S., 2021. Gamified accessibility: Audio and tactile feedback in e-learning for visually impaired students. Assistive Technology Quarterly, 19(2), pp.61-75. Meyer, A., Rose, D.H., and Gordon, D., 2014. Universal design for learning: Theory and practice. CAST Professional Publishing.

Smith, R., Anderson, T., and Garcia, A., 2018. Designing for accessibility: Haptic feedback and audio cues in e-learning platforms. Journal of Assistive Technology, 14(2), pp.51-62.

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