TY - JOUR
T1 - Successful implementation of a computer-supported collaborative learning system in Teaching E-commerce
AU - Ngai, E. W.T.
AU - Lam, S. S.
AU - Poon, J. K.L.
N1 - Funding Information:
This project was proposed by the Department of Management and Marketing of The Hong Kong Polytechnic University and funded by the Quality Education Fund, HKSAR, China. The project aimed to promote the concept of “learning by doing” via a project-based e-commerce game and to encourage schools to adopt this type of learning to nurture students’ various abilities, knowledge, skills, and learning attitudes. The project enabled students to enjoy learning via the project-based game, enhance their effectiveness in communication, develop teamwork spirit, and to promote their creativity in the PBL environment. Students were required to develop a simple yet realistic e-shop that would address the e-commerce educational needs of small and medium-sized business proprietors. This exercise intended to provide an integrated learning experience, including e-business proposal, e-shop development, and preparation of final debriefing report.
PY - 2013
Y1 - 2013
N2 - This paper describes the successful application of a computer-supported collaborative learning system in teaching e-commerce. The authors created a teaching and learning environment for 39 local secondary schools to introduce e-commerce using a computer-supported collaborative learning system. This system is designed to equip students with additional knowledge and skills in e-commerce. In this paper, the authors focus on the practical implications of the project-based learning approach on the teaching and learning of introductory e-commerce in the business context. Results indicate that students are interested in the proposed approach, particularly in learning by doing. In conclusion, the authors describe in this paper the successful development of a project-based teamwork game environment for the teaching and learning of e-commerce in schools. This environment can enrich learning and the pedagogical use of development tools in the academe. Finally, the paper puts forward two propositions that can guide hypothesis generation in future research.
AB - This paper describes the successful application of a computer-supported collaborative learning system in teaching e-commerce. The authors created a teaching and learning environment for 39 local secondary schools to introduce e-commerce using a computer-supported collaborative learning system. This system is designed to equip students with additional knowledge and skills in e-commerce. In this paper, the authors focus on the practical implications of the project-based learning approach on the teaching and learning of introductory e-commerce in the business context. Results indicate that students are interested in the proposed approach, particularly in learning by doing. In conclusion, the authors describe in this paper the successful development of a project-based teamwork game environment for the teaching and learning of e-commerce in schools. This environment can enrich learning and the pedagogical use of development tools in the academe. Finally, the paper puts forward two propositions that can guide hypothesis generation in future research.
KW - Collaborative Learning
KW - E-Commerce Education
KW - Educational Game
KW - Project-Based Teamwork Game
KW - Secondary Education
UR - http://www.scopus.com/inward/record.url?scp=84907088320&partnerID=8YFLogxK
U2 - 10.4018/ijicte.2013100101
DO - 10.4018/ijicte.2013100101
M3 - Article
AN - SCOPUS:84907088320
SN - 1550-1876
VL - 9
SP - 1
EP - 20
JO - International Journal of Information and Communication Technology Education
JF - International Journal of Information and Communication Technology Education
IS - 4
ER -