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Marcela Borge

dblp:89/2749 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2016
0000-0002-8892-8780ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
team collaboration
0.112012
Patterns of team processes and breakdowns in information analysis tasks · CSCW 2012
Collaborative and social computing › team collaboration
team communication
0.112012
Patterns of team processes and breakdowns in information analysis tasks · CSCW 2012

Methods — techniques the papers use, named apart from their topics

task analysis · 0.1interaction analysis · 0.1communication analysis · 0.1
YearPublicationVenuePosition
2016 Automated Feedback on the Quality of Collaborative Processes: An Experience Report
Marcela Borge, Carolyn P. Rosé
EDM1
2014 Verbal Equity, Cognitive Specialization, and Performance
abstract
In this paper, patterns of communication are examined in order to unpack the extent to which verbal equity is a critical factor in determining group success. A microanalysis of 20 teams working to complete a complex, information dependent, collaborative task was conducted. Interaction analysis methods were used as means to determine patterns of interaction and the sophistication of cognitive activity that teams engaged in. Findings suggest that verbal equity may not be as important as previous research indicates. A more critical variable may be cognitive specialization. The authors explain their findings by drawing on theories of cognition, thereby contributing to a better understanding of collective intelligence.
Marcela Borge, John M. Carroll 0001
GROUP1
2013 Designing for science learning and collaborative discourse
abstract
A prototype Web-based environment, called the Web of Inquiry, was developed that built on previous work in science learning and technology. This new system was designed to meet constructivist-learning principles, support self-reflection, and meet specific interaction goals within the classroom environment. The system was tested it in fifth, sixth, and seventh grade (ages 10--13) classrooms. Mixed methods results suggest that the system met many of the initial design goals and also identified areas that could be improved in future iterations of the system.
Todd Shimoda, Barbara Y. White, Marcela Borge, John Frederiksen
IDC3
2012 Patterns of team processes and breakdowns in information analysis tasks
abstract
In this paper we present findings from a laboratory study of teams of three, collaborating to complete a complex information sharing, synthesis, decision-making task. We use interaction analysis, communication analysis, and task analysis methods to identify the primary activities teams engaged in as they solved a complex information dependant decision-making task. These activities serve as the foundation to present findings related to common team problems and patterns of interaction associated with team performance. We found differences between high and low performing teams related to verbal equity and how they shared and synthesized information.
Marcela Borge, Craig H. Ganoe, Shin-I Shih, John M. Carroll 0001
CSCW1
2010 Supporting Partially Distributed, Case-Based Learning in an Advanced Undergraduate Course in Usability Engineering
abstract
We describe our case-based, usability engineering teaching practice and a design of online workspace system that supports various class activities.
Hao Jiang 0012, John M. Carroll 0001, Marcela Borge, Craig H. Ganoe
ICALT3
2008 Realistic Learning Activity is Not Enough
abstract
Through the past two decades, education in computer and information science and technology (CISE) has moved toward a model that pervasively incorporates programming projects and other engaging student activity. Realistic activities and materials are intrinsically motivating because they vividly remind learners of the possibilities for meaningfully applying knowledge and skills in the world beyond the classroom. A realistic activity, however, does not ipso facto reveal its own rationales, deeper lessons, cultural meanings and origins, or its roles in a coherent professional practice. In order for realistic activities to serve as effective learning opportunities, underlying rationale and expert thinking behind problem solving, core concepts and techniques must be made available to students (Collins, 1991; Brown & Collins, 1989).
John M. Carroll 0001, Marcela Borge, Lu Xiao 0002, Craig H. Ganoe
ICALT2