Universitat Politècnica de Catalunya (SPAIN)
About this paper:
Appears in: EDULEARN14 Proceedings
Publication year: 2014
Pages: 432-440
ISBN: 978-84-617-0557-3
ISSN: 2340-1117
Conference name: 6th International Conference on Education and New Learning Technologies
Dates: 7-9 July, 2014
Location: Barcelona, Spain
This work proposes a path of activities to improve the education of collective intelligence in pre and postgraduate groups of students. Collective Intelligence is an emerging area that empirically has been defined as the general ability of the group to perform a wide variety of tasks (Woolley, Chabris , Pentland, Hashmi, & Malone, 2010). Increasing the performance of the Collective Intelligence is related with the development of Social Intelligence of group’s members. Furthermore, some research has gotten to conclusion that the application of game strategies has proved to be useful in learning processes.

The Collective Intelligence Education Model (CIEM) and its online tool version have been created, to manage participation of students in practical activities that promote the collective intelligence of groups of students in collaborative-learning of innovation and entrepreneurship. With this purpose, CIEM integrates a set of practices that facilitate the acquisition of knowledge and behaviors oriented to promote the social intelligence of group’s members and, as a consequence, the collective intelligence of the groups where they belong.

The model has been implemented using an internet tool that allows the pickup of empirical experiences with the students; this tool is a prototype of metadata and patterns recognition from the large amount of data generated through student's activities.

The first part of the paper is dedicated to expose the concepts, paradigms and referents that all together define the interdisciplinary research field of collective intelligence education. The second and third parts present the empirical work done with different groups of students, supported by the eTool’s prototype that facilitates the realization of the activities of students, and massive capture of data.

The final conclusion, besides of the relevance of collective intelligence education, is that to increase the social intelligence of group’s members , it's useful and results satisfactory an approach based on the use of ICT tools combined with the application of game strategies.
Collaboration, Collective intelligence, Design thinking, Computer Games, Learning, ICT tools, Big Data, Patterns, Education.