316
based simulator exercises have been a crucial but
restricted resource for maritime students [4].
Moreover,eveniftraininginsimulatorsisregulated,
therearenoregulationsregardingtheamountoftime
spentinasimulator.Asaresult,theamountoftime
that students are given to participate in learning
activitieswithinthesimulatorisoftentheresultofan
administrative compromise between the availability
of the simulator and instructor resources. The
relatively recent development of cloud‐based
simulators, in which students can practice basic
navigation on their own, has the potential to be a
valuable addition to the physical
simulators offered
today.This study takes on an ethnographic design
approach,drawingonvideo‐recordedmaterialsfrom
maritime bachelor students engaged in navigation
exercises on cloud‐based simulators (n=22), followed
by group interviews [3].The aim is to map the
students’useandperspectivesonthechallengesand
opportunitiesofthe
cloudsimulatorusedinmaritime
education to inform educational design when
implementingcloudsimulationintothecurricula.The
researchquestionsare:
4. How do MET students make use of cloud based
simulatorsforbasicnavigationtraining?
5. Whatisthestudent’sviewontheopportunitiesand
challenges of using a
cloud simulator for basic
navigationtraining?
6. Howcanwedesignexercisesforcloudsimulators
that support collaborative learning between
students?
2 BACKGROUND:COMPUTERSUPPORTIVE
COLLABORATIVELEARNING
This study draws on previous research from
ComputerSupportedCollaborativeLearning(CSCL),
a research field focusing on understanding how
technology can support collaboration and
learning,
withsmallgroupsastheunitofanalysis[5].CSCLas
a research field arosein the 1990s in reaction tothe
introductionofsoftwarethat“forcedstudentstolearn
asisolatedindividuals”[6,p.1].Incontrast,CSCLis
based on an opposite concept: by proposing the
development
ofsoftwareandapplicationsthatbring
people together to engage in learning through joint
intellectual exploration and social interaction. Since
the 1990s, CSCL has grown into an evolving and
eclectic research field, as researchers from different
disciplines, such as education, psychology, and
computer science, continuously explore how
technology can support collaborative
learning in a
variety of settings, from formal learning in
educationalsettings,suchasschoolsanduniversities
[7], to learning in informal settings, such as leisure
activitiesandlearningintheworkplace[8].Moreover,
CSCL research draws on three main theoretical
perspectives on learning: cognitive, socio‐cognitive,
andsocioculturalperspectives
[9].Withoutgoinginto
detail on all three perspectives on learning in the
CSCLfield,wewillfocusonandadoptasociocultural
perspective[10].
Fromthesocioculturalperspective,CSCLresearch
starts with an empirical investigation of micro‐
interaction during computer‐supported collaborative
learningactivities[9].Byshiftingtheanalyticalfocus
from individual learning to group collaboration,
CSCL typically views meaning‐making activities as
interactional achievements [5]. This means that
meaning‐making is situated within the sequential
order of talk and bodily conduct between multiple
participantsinasetting,whichalsobecomesthefocal
point for the study of CSCL, using
ethnographic
fieldwork and case studies as the main methods of
inquiry[11].Inparticular,Stahl[12]highlightedhow
empirical studies that employ micro‐interactional
analysesofspeech,gesture,artefacts,andtechnology
could make the details of these interactional
achievementsvisibleinausefulwayforguidingthe
design of computer‐based
artefacts as well as
instructional designs. Moreover, it is common for
CSCL research to involve interviews with teachers
andlearnersdirectlyafterparticipationincomputer‐
basedactivity[13].Interviewsareimportantinorder
tounderstandand examinetheintricaterelationship
between the social and the material and refine the
practices
involved in computer supported
collaborative learning processes [3]. Hence, as
explainedbyStahlandcolleagues,“CSCLresearchhas
both analytic and design components. To design for
improved meaning‐making,however,requires some means
ofrigorouslystudyingpraxis.Inthisway,therelationship
between analysis and design is a symbiotic one—design
must
beinformedbyanalysis,butanalysisalsodependson
designinitsorientationtotheanalyticobject.”[6,p.11].
This highlights the importance of balancing
analytical and design components, which can be
achievedby studyingexisting learningpractices and
incorporating this understanding into the design of
new exercises.This
would enable maritime
instructors to create more effective and meaningful
learning experiences for their students. Previous
CSCL studies on simulations in MET have shown
valuable for outlining the ways that the simulator
instructor is central for supporting students in
reachingthelearningobjectivesoftheexercise[4],the
complexquestionof
selectingtheappropriatelevelof
simulator fidelity for specific tasks and groups of
learners [14] as well as the benefits of students
learning together in small groups during training in
the simulator [2]. For our purpose of informing
instructional design when implementing a new
technology in MET, we drew on
both ethnographic
observations of students working with cloud‐based
simulations at a Scandinavian university, as well as
contextual interviews with the students conducted
directlyaftercompletingthesimulation.
2.1 CollaborationinCSCL
To distinguish between the different concepts of
collaboration and cooperation is important when
applying CSCL contexts in maritime education
and
training. Stahl and colleagues [6] distinguish
collaborationandcooperationbasedonDillenbourg’s
[15] and Roschelle & Teasley’s [16] definitions: “In
cooperation, partners split the work, solve sub‐tasks
individually and thenassemblethepartialresults intothe
final output. In collaboration, partners do the work
‘together.”[6,p.3]
Collaboration,ontheotherhand,is
seen as “a process by which individuals negotiate and
share meanings relevant to the problem‐solving task at
hand … Collaboration is a coordinated, synchronous