A Study on Teachers’ Design Choices Regarding
Online Collaborative Learning
Francesca Pozzi
a
, Flavio Manganello
b
and Donatella Persico
c
Istituto Tecnologie Didattiche, CNR, Via De Marini, 16, Genoa, Italy
Keywords: Computer Supported Collaborative Learning (CSCL), Italian Schools, Teaching Practice, Learning Design,
Emergency Remote Teaching (ERT).
Abstract: This study aims to contribute to our understanding of whether and to what extent collaboration is a
consolidated teaching practice in Italian schools. The paper reports the results of a survey of Italian teachers
(N=268) that investigated (self-reported) behaviours regarding the design of collaborative learning activities
(prior to and during the pandemic). Results show that even if collaborative learning approaches are
implemented to some extent by Italian teachers and were also proposed online as part of Emergency Remote
Teaching during the lockdown - their design choices are not always in line with recommendations widely
agreed by the Computer Supported Collaborative Learning (CSCL) research community.
1 INTRODUCTION
For a couple of decades, research in the Technology
Enhanced Learning (TEL) field has been advocating
a shift in pedagogical perspectives in school, from
transmissive approaches, to learner centred and
collaborative approaches, based on socio-
constructivist learning theories. This shift has
happened to some extent, even if it seems
collaborative teaching and learning are not yet
commonplace in schools across Europe and “teaching
about or through collaboration remains uncommon in
schools.” (Cassells, 2018).
Moreover, it is not completely clear whether and to
what extent technologies are fully exploited to support
collaborative learning in school (Beldarrain, 2007) and
this is usually blamed on the fact that, on average, less
than 40% of teachers across the EU feel ready to use
digital technologies in teaching (OECD, 2018).
Such limited capacity has been put under the lens
especially during the recent lockdown imposed by
many governments due to the covid-19 pandemic,
which forced about 1.5 million learners to move to
emergency remote teaching (UNESCO, 2020). On that
occasion, the TEL research community leapt into
action to analyse such a huge, unprecedented set of
a
https://orcid.org/0000-0002-3592-2131
b
https://orcid.org/0000-0001-7584-939X
c
https://orcid.org/0000-0003-4574-0427
experiments-in-the-wild taking place in schools, which
afforded researchers a unique opportunity to examine
how institutions, students and teachers were coping
with that situation. The preliminary results seem to
indicate in most cases online teaching took the form of
a simple ‘replication’ in online environments of
traditional teaching approaches, often transmissive in
nature and most of the times synchronous (Collazos et
al., 2021). This is in contrast with many years of
research in the field of Computer Supported
Collaborative Learning (CSCL) that proved the need to
design online collaborative learning bearing in mind
not only the different affordances of the technological
tools, but also the importance of artefacts as catalysts
of knowledge building (Stahl et al., 2021; Paavola &
Hakkarainen, 2009) and the essential role of
collaborative techniques in scaffolding collaboration
(Pozzi & Persico, 2011). The effects of “collaborative
techniques”, such as Jigsaw, Case study, Brain
storming, Peer review, Role play, Pyramid, on
learners’ collaboration have been investigated by
researchers in learning design and the outcomes of
such research should inform the decision making
process involved in designing for learning (Laurillard,
2012; Persico, Pozzi, Goodyear, 2018; Pozzi, 2010;
Pozzi, 2011; Pozzi et al., 2016). In an attempt to
Pozzi, F., Manganello, F. and Persico, D.
A Study on Teachers’ Design Choices Regarding Online Collaborative Learning.
DOI: 10.5220/0010952100003182
In Proceedings of the 14th International Conference on Computer Supported Education (CSEDU 2022) - Volume 2, pages 599-605
ISBN: 978-989-758-562-3; ISSN: 2184-5026
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
599
understand what the current attitudes and behaviours of
school teachers are in respect to the design and
application of collaborative learning and the related
research evidence, and to understand how the use of
technology intertwines with it, we have conducted a
study targeting Italian school teachers. Particularly, we
have analysed the self-reported behaviours of Italian
teachers as far as the adoption of collaborative learning
approaches prior to and during the pandemic. The
research questions were:
RQ1. What are the approaches used by Italian
teachers to design collaborative activities? Is there
any difference between their design approaches
before and during the emergency (i.e., in face-to-face
and online settings)?
RQ2. What is the nature of the proposed
collaborative patterns/ activities? Is there any
difference between the nature of collaborative
activities before and during the emergency?
RQ3. What technologies are used in the
proposed collaborative activities? Is there any
difference between the technologies used before and
during the emergency?
2 METHODOLOGY
The study was based on a bespoke survey that was
devised by the authors to investigate relevant aspects
of the design of collaborative learning activities.
Participants were recruited by using a convenience
sampling method. The survey, implemented with the
Google Form functionality, was addressed to school
teachers and comprised a total of 27 questions, aimed
at collecting data concerning respondents’ self-
reported design behaviours for face-to-face and
online teaching. The questionnaire also contained a
consent form regarding the management of personal
data, according to the GDPR.
In terms of data analysis, we conducted a
descriptive and inferential statistical analysis using
SPSS (version 22.0, SPSS Inc., Chicago, IL, USA).
Means and standard deviations were calculated to
describe continuous variables. The categorical
variables were presented as absolute (n) and relative
(%) frequencies. To test the associations among
categorical variables, we used the Chi-Square test of
independence.
2.1 Context of the Study and
Participants
The questionnaire was advertised in the context of a
number of online training activities organized by
ITD-CNR in Spring 2020, as a response to the urgent
need expressed by the Italian schools to receive
specific training for teachers on how to tackle the shift
from face-to-face to online teaching. It was presented
at the end of the training and trainees were invited to
voluntarily fill it in soon after the training.
Overall, we collected 268 responses. Participants
were 196 females (73,13%) and 66 males (24,63%)
(with 6 undisclosed). The unbalance reflects a similar
unbalance in the target teacher population in Italy
(OECD, 2021).
Regarding the school level of respondents, our
sample was composed as follows: Kindergarten = 12
(4,48%), Primary school = 60 (22,39%), Lower
Secondary school = 48 (17,91%), Upper secondary
school = 145 (54,1%), Other (not specified) = 3
(1,12%).
In terms of teaching experience, our respondents
had on average 19,56 years of teaching experience
(SD = 9,40; Min = 1, Max = 40), which is in line with
the trend at national level (OECD, 2021).
3 RESULTS
3.1 Approaches Used to Design
Collaborative Activities (RQ1)
Regarding the design of collaborative activities, first
of all, we asked teachers how long they usually
dedicate to this task. This was used also to detect how
many of them did not dedicate any time to this task.
Most of the participants reported that they usually
dedicate a few hours (52.6%) or some days (25%) to
this task. Table 1 shows the complete picture of their
responses.
Table 1: Time dedicated to the design of collaborative
activities (frequency and percentage).
Frequenc
y
Percentage
Some minutes 19 7.1
Some hours 141 52.6
Some da
y
s 67 25.0
Some weeks 15 5.6
Usually not designing
collaborative activities
26 9.7
Total 268 100.0
It is worth noting that a small percentage (26
participants, 9.7%) reported that they do not usually
design collaborative activities at all. More precisely,
17 teachers declared they do not design, nor deliver
any collaborative activity, while 9 teachers do deliver,
CSEDU 2022 - 14th International Conference on Computer Supported Education
600
without any design phase. So, from now on, the data
will include only responses from teachers who
usually design (n.=242).
Then, we asked what element they regard as most
relevant during the design, and we posed the question
by differentiating their behaviour between before
(i.e., usually) and during the pandemic. Table 2 shows
the results regarding the element considered most
relevant in the design of collaborative activities in
teachers’ usual design practice, before and during the
COVID-19 emergency. The choice of the elements is
based on the 4Ts model (Pozzi, Ceregini, Persico,
2016) that posits the importance and reciprocal
influence of task (i.e., tasks to be performed), time
(i.e., time schedule of the activity), team (i.e., teams
of students to be involved), and technology (i.e.,
technology to be used) in the design of online
collaborative learning.
Table 2: Element usually considered most relevant (before
and during the COVID-19 emergency) (frequency and
percentage).
Before the
COVID-19
emer
g
enc
y
During the
COVID-19
emer
g
enc
y
Frequ
enc
y
Percen
ta
g
e
Frequ
enc
y
Percen
ta
g
e
Tas
k
130 53.7 83 34.3
Time 36 14.9 32 13.2
Team 47 19.4 28 11.6
Technolog
y
22 9.1 65 26.9
Not responding 7 2.9 34 14.0
The data show that, with the pandemic, the
leading role of the Task in the pre-pandemic design
of collaborative learning activities has given way to
that of technology in pandemic practice.
A marginal homogeneity test determined that
there is a statistically significant difference in the
frequencies of responses before and during the
COVID-19 emergency, p < .001 (2 sided).
3.2 Nature of Collaborative Activities
(RQ2)
Table 3 shows the results regarding the use of seven
quite well known (Pozzi, Ceregini & Persico, 2016)
collaborative techniques (Discussion, Case Study,
Jigsaw, Brainstorming, Peer Review, Pyramid, Role
Play) in three different conditions:
A. Before the COVID-19 emergency (face to face
only).
B. Before the COVID-19 emergency (face to face
+ online).
C. During the COVID-19 emergency (online only).
Table 3: Nature of the proposed collaborative activities
(frequency and percentage).
Frequenc
Percentage
Discussion
A. Before (f2f only) 199 74.3
B. Before (f2f + online) 74 27.6
C. During (online only) 134 50.0
Case
Study
A. Before (f2f only) 82 30.6
B. Before (f2f + online) 48 17.9
C. During (online only) 62 23.1
Jigsaw
A. Before (f2f only) 32 11.9
B. Before (f2f + online) 18 6.7
C. During (online only) 24 9.0
Brain-
storming
A. Before (f2f only) 150 56.0
B. Before (f2f + online) 57 21.3
C. During (online only) 95 35.4
Peer
review
A. Before (f2f only) 71 26.5
B. Before (f2f + online) 34 12.7
C. During (online only) 48 17.9
Pyramid
A. Before (f2f only) 11 4.1
B. Before (f2f + online) 10 3.7
C. During (online only) 14 5.2
Role Play
A. Before (f2f only) 80 29.9
B. Before (f2f + online) 27 10.1.
C. During (online only) 37 13.8
Discussion. Cochran’s Q test indicated that there were
differences between the three conditions, x2(2, N = 268)
= 130.28, p < .001. A pairwise post-hoc Dunn test with
Bonferroni adjustments was significant for AB (p < .001),
BC (p < .001), and AC (p < .001).
Case Study. Cochran’s Q test indicated that there were
differences between the three conditions, x2(2, N = 268) =
20.14, p < .001. A pairwise post-hoc Dunn test with
Bonferroni adjustments was significant for AB (p < .001)
and AC (p = .026).
Jigsaw. Cochran’s Q test indicated that there were
differences between the three conditions, x2(2, N = 268) =
6.30, p = .043. A pairwise post-hoc Dunn test with
Bonferroni adjustments was significant for AB (p = .037).
Brainstorming. Cochran’s Q test indicated that there
were differences between the three conditions, x2(2, N =
268) = 97.17, p < .001. A pairwise post-hoc Dunn test with
Bonferroni adjustments was significant for AB (p < .001),
BC (p < .001), and AC (p < .001).
Peer Review. Cochran’s Q test indicated that there were
differences between the three conditions, x2(2, N = 268) =
24.07, p < .001. A pairwise post-hoc Dunn test with
Bonferroni adjustments was significant for AB (p < .001)
and AC (p = .008).
Role Play. Cochran’s Q test indicated that there were
differences between the three conditions, x2(2, N = 268) =
19.86, p < .001. A pairwise post-hoc Dunn test with
Bonferroni adjustments was significant for AB (p < .001)
and AC (p < .001).
A Study on Teachers’ Design Choices Regarding Online Collaborative Learning
601
3.3 Technologies (RQ3)
Table 4 shows the results regarding the Technologies
typically used in the proposed collaborative activities,
in face-to-face or blended education contexts (before
the pandemic). Again, in this case, only 242 of the
total 268 participants are considered, excluding the 26
who previously stated that they do not usually design
collaborative activities. Each participant could
indicate more than one option.
Table 4: Technologies used in collaborative activities
before the COVID-19 Emergency (frequency and
percentage).
Frequency Percentage
Forum 30 12.4
Web conferencing (e.g.,
Meet, Zoom, Skype)
13 5.4
Social network (e.g.,
WhatsApp, Facebook,
Instagram)
45 18.6
Interactive Whiteboard 151 62.4
Text editor (e.g., MS
Word, Google docs, Wiki)
121 50.0
Presentation (e.g., MS
PowerPoint, Google
Presentation, Prezi)
151 62.4
Instructional software,
digital games, simulations
75 31.0
Table 5 shows the results regarding the
technologies used to support the proposed
collaborative activities, during the COVID-19
emergency.
Table 5: Technologies used during the COVID-19
emergency (frequency and percentage).
Fre
q
uenc
y
Percenta
g
e
Forum 28 11.6
Web conferencing (e.g.,
Meet, Zoom, Skype)
189 78.1
Social network (e.g.,
WhatsApp, Facebook,
Insta
g
ram
)
74 30.6
Interactive Whiteboar
d
11 4.5
Text editor (e.g., MS
Word, Google docs, Wiki)
110 45.5
Presentation (e.g., MS
PowerPoint, Google
Presentation, Prezi
)
144 59.5
Instructional software,
digital games, simulations
66 27.3
A McNemar's test determined that there was a
statistically significant difference in the frequency
before and during the COVID-19 emergency for Web
conferencing tools (p < .001), social network tools (p
< .001), and for interactive whiteboard (p < .001).
4 DISCUSSION
In the following we discuss the results, basing on the
3 research questions.
4.1 Approaches Used to Design
Collaborative Activities (RQ1)
Regarding the design of collaborative activities, a
preliminary question intended to check to what extent
respondents dedicate time to the design of
collaborative activities. Only a minority of them
(9,7%) do not dedicate any time to their design, while
the majority (52,6%) state they usually take some
hours or even days (25,0%) to this task.
Interestingly, among those who do not design, 9
teachers (3,3%) deliver collaborative activities
without designing them, which is definitely in
contrast with the recommendations provided by the
CSCL research community stating that collaboration
does not happen automatically, and teachers need to
design and create the conditions to foster effective
group interactions (Law et al, 2021).
Regarding the element of design that is considered
most relevant, it seems in face-to-face settings the
design process was primarily Task-oriented, while
during the emergency, it became more Technology-
driven.
This is not surprising, as during the lockdown
teachers were forced to use technological tools (to
mediate communication with students, to assign
tasks, to collect assignments, etc.) which in the
previous, non-pandemic scenario were available, but
not mandatory. It is worthwhile mentioning that,
although in the past the Italian government invested
quite a lot in terms of ICT equipment for all the
schools through a number of national programmes,
the use of technologies by teachers is still limited.
This is clearly stated by a recent OECD report: “…in
Italy teachers use technology well below other high-
skilled workers. Additionally, 3 out of 4 teachers
report needing further training in ICT for teaching.”
(OECD, 2019).
It will be interesting to re-check the data about use
of (and familiarity with) technologies by Italian
teachers in the future, to see if any change has
occurred in their use of technology as a consequence
of this long period.
CSEDU 2022 - 14th International Conference on Computer Supported Education
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4.2 Nature of Collaborative Activities
(RQ2)
As far as the nature of the collaborative activities
proposed, we have investigated the use of a number
of collaborative techniques/patterns (face-to-face or
blended) and online (during the pandemic). In
general, it appears that the number of respondents
who uses these techniques in face-to-face mode is
significantly higher than those who used it online (for
all techniques except the Jigsaw). This is true
especially for the Role Play, where the gap between
frequencies is the highest. In turn, the number of
teachers that use them in online mode, is higher than
those who use them in blended mode. Among the
techniques, Discussion and Brainstorming are the
most commonly used patterns/techniques. Pyramid
and Jigsaw are far less used. Case Study, Peer Review
and Role Play are moderately common techniques,
especially in face-to-face conditions.
This seems to confirm what we have already
pointed out under RQ1, i.e., it seems some teachers
tend to perceive the online environment as a barrier,
rather than an advantage, to the implementation of
collaborative learning approaches, in contrast to what
is claimed by the CSCL research community
(Garrison et al., 1999; Stahl et al., 2021).
Moreover, the added value of more structured
techniques, such as for example the Pyramid or the
Jigsaw, where the social structure (i.e., the team
composition) evolves during the activity, seems to be
still overlooked, in favour of ‘flatter’ techniques.
Although the debate about the effects of different
degrees of structuredness of collaborative techniques
is still ongoing in the CSCL community (Dillenbourg,
2002; Law et al., 2021; Persico & Pozzi, 2011;
Radkowitsch et al., 2020), there are evidences of
benefits brought about by structured techniques and
scripts (Weinberger et al., 2005; Pozzi, 2010; Pozzi et
al., 2016), so – again in this case - it seems teachers’
design choices do not fully resonate with research
results.
4.3 Technologies (RQ3)
Regarding the technological tools used during
collaborative learning activities, obviously we
observe a drastic increase in the use of synchronous
online communication tools during the lockdown
(especially video-conferencing systems, that moved
from 5.4% to 78.1%, but also social networking tools,
from 18.6% to 30.6%), along with a decrease of the
use of the interactive whiteboards. These results are
easy to explain: while video-conferencing systems
were hardly used before the lockdown, as classes
worked mainly (if not exclusively) face-to-face, the
emergency teaching was almost exclusively based on
these tools. At the same time, interactive whiteboards
were mainly used in face-to-face classes, but became
inaccessible during the lockdown. Social networking
tools, already used to some extent by teachers before
the pandemic, became more important as a
communication channel between teachers and
students.
What is more interesting to note, is that the use of
forums is not significantly affected by the emergency
teaching. This suggests the advantages of
asynchronous communication to mediate online
collaborative activities, that are so often claimed in
the scientific literature (Garrison et al., 1999; Means
et al., 2009; Greenhow et al., 2020; Persico & Manca,
2000), is disregarded by teachers. The permanent
nature of asynchronous interactions allows for more
reflection and critical thinking, permits students to
proceed at their own pace and - last but not least can
mitigate digital inequalities (Williamson et al., 2020,
Giovannella, Passarelli & Persico, 2020), in that it
limits connection issues and other socio-cultural
barriers that frequently hinder synchronous events.
But it seems these useful features tend to be
overlooked by teachers.
Last but not least, consideration should be given
to lower use, during the remote teaching, of software
to produce artefacts, such as for example text editors
or presentation software. Even if not statistically
significant, the difference is somehow surprising,
because it might imply online group-work when
proposed – was not always oriented to the production
of an artefact, an aspect that is highly recommended
by the CSCL community (Paavola & Hakkarainen,
2009; Stahl et al., 2014).
5 CONCLUSIONS
This paper reports the results of a study based on the
collection of self-reported data concerning Italian
teachers’ behaviours towards collaborative learning
approaches. Since our study was based on a
convenience sampling method as well as on self-
reported data, our findings are not generalizable;
nonetheless, they can provide insights and trigger the
discussion about teachers’ competences on learning
design.
Overall, the results indicate collaborative learning
approaches are to some extent adopted and applied,
but it seems some of the design choices made by the
A Study on Teachers’ Design Choices Regarding Online Collaborative Learning
603
teachers are not in line with what is recommended by
the CSCL research community.
These results seem to highlight there is a need for
teacher training in the field of online collaborative
learning approaches. This is quite in line with Tallent-
Runnels et al. (2006) who state teacher training and
support are crucial to the design and implementation
of quality online environments. Our study has
highlighted there seem to be aspects related to how to
effectively design online collaborative activities that
although well acknowledged by the research
community - cannot be taken for granted for
practitioners. These aspects include, but are not
limited to, the importance of using structured
techniques, asynchronous communication and the
essential role of artefacts as catalysers of
collaboration.
Further research directions should include data
collection with a larger, international sample, to
compare the results with data concerning other
countries.
Another aspect that deserves further investigation,
is the extent to which the different approaches
adopted in face-to-face or online settings will remain
once the teachers will be free again to choose between
the two delivery modes and to carefully design their
teaching, by choosing technology mediated teaching
when it has a pedagogical added value, and face-to-
face or blended settings, when their advantages
overcome the disadvantages.
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