36,032 research outputs found

    Improvable objects and attached dialogue: new literacy practices employed by learners to build knowledge together in asynchronous settings

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    Asynchronous online dialogue offers advantages to learners, but has appeared to involve only limited use of new literacy practices. To investigate this, a multimodal approach was applied to asynchronous dialogue. The study analysed the online discussions of small groups of university students as they developed collaboratively authored documents. Sociocultural discourse analysis of the dialogue was combined with visual analysis of its structural elements. The groups were found to employ new literacies that supported the joint construction of knowledge. The documents on which they worked together functioned as ‘improvable objects’ and the development of these was associated with engagement in ‘attached dialogue’. By investigating a wider range of conference dialogue than has previously been explored, it was found that engaging in attached dialogue associated with collaborative authorship of improvable objects prompts groups of online learners to share knowledge, challenge ideas, justify opinions, evaluate evidence and consider options

    Emerging technologies for learning report (volume 3)

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    Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning

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    This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process

    #MobilePhotoNow: Two Art Worlds, One Hashtag

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    In the winter of 2015, the Columbus Museum of Art (CMA) co-curated an exhibition with the loose-knit mobile photography collective known as JJ Community. #MobilePhotoNow included images created in response to a series of prompts and shared on the photo sharing and social networking application InstagramÂź. The exhibition reflected a community-based curatorial practice (Keys & Ballengee-Morris, 2001) demonstrating new possibilities for participatory art and culture in the age of social media. This portrait of how the project came to be is presented as an example of how art world factions might be brought together, in both virtual and real spaces, through interactive technologies and practices

    Pedestrian Detection with Wearable Cameras for the Blind: A Two-way Perspective

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    Blind people have limited access to information about their surroundings, which is important for ensuring one's safety, managing social interactions, and identifying approaching pedestrians. With advances in computer vision, wearable cameras can provide equitable access to such information. However, the always-on nature of these assistive technologies poses privacy concerns for parties that may get recorded. We explore this tension from both perspectives, those of sighted passersby and blind users, taking into account camera visibility, in-person versus remote experience, and extracted visual information. We conduct two studies: an online survey with MTurkers (N=206) and an in-person experience study between pairs of blind (N=10) and sighted (N=40) participants, where blind participants wear a working prototype for pedestrian detection and pass by sighted participants. Our results suggest that both of the perspectives of users and bystanders and the several factors mentioned above need to be carefully considered to mitigate potential social tensions.Comment: The 2020 ACM CHI Conference on Human Factors in Computing Systems (CHI 2020
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