435,845 research outputs found

    Pemanfaatan Konsep Ontology Dalam Interaksi Sistem Collaborative Learning

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    In the present time, learning system goes through a period of a paradigm shift from conventional learning model into an interactive learning system with information technology-assisted. During its development, interactive learning model has been proven to have an impact that is good enough from the culture, worldview, and also the media used in the learning process. Nevertheless, not all of its evolution has a acceptable effect, especially on the ability of students in terms of communicating the level of the forum or group. Furthermore, a high intensity in the use of media technology also had been trigger the gap between students with different backgrounds individually. This research has focused on providing the views or perception of the structure and flow of information on each entity involved in the collaborative learning system. Collaborative learning is one of the solutions in which this model can improve the soft skills of learners to be able to interact in contextual, integrated, and able to work together to create a conducive academic atmosphere. The presence of the concept of ontology is used because it can provide equivalence perception of the structure and flow of information to any entity involved in this collaborative learning system. Ontology can be defined as the concept of interconnected or relationship which then can cooperatively build a structure on a domain and limit the interpretation of the term science. Based on the framework created, there are 5 important sub-domains in the design model of Collaborative Learning ie Trigger, Learning Materials, Learning Scenarios, Learning Group, and Collaborative Learning Goal. Contribution of this research is to produce a framework Collaborative Learning Ontology for system developers as a guide to re-design the e-Learning syste

    Tone from the Top in Risk Management: A Complementarity Perspective on How Control Systems Influence Risk Awareness

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    Prompted by the weaknesses of standardized risk management approaches in the aftermath of the 2008 financial crisis, scholars, regulators, and practitioners alike emphasize the importance of creating a risk-aware culture in organizations. Recent insights highlight the special role of tone from the top as crucial driver of risk awareness. In this study, we take a systems-perspective on control system design to investigate the role of tone from the top in creating risk awareness. In particular, we argue that both interactive and diagnostic use of budgets and performance measures interact with tone from the top in managing risk awareness. Our results show that interactive control strengthens the effect of tone from the top on risk awareness, while tone from the top and diagnostic control are, on average, not interrelated with regard to creating risk awareness. To shed light on the boundary conditions of the proposed interdependencies, we further investigate whether the predicted interdependencies are sensitive to the level of perceived environmental uncertainty. We find that the effect of tone from the top and interactive control becomes significantly stronger in a situation of high perceived environmental uncertainty. Most interestingly, tone from the top and diagnostic control are complements with regard to risk awareness in settings of low perceived environmental uncertainty and substitutes at high levels of perceived environmental uncertainty.Series: Department of Strategy and Innovation Working Paper Serie

    Reflecting on the usability of research on culture in designing interaction

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    The concept of culture has been attractive to producers of interactive\ud systems who are willing to design useful and relevant solutions to users\ud increasingly located in culturally diverse contexts. Despite a substantial body of\ud research on culture and technology, interaction designers have not always been\ud able to apply these research outputs to effectively define requirements for\ud culturally diverse users. This paper frames this issue as one of understanding of\ud the different paradigms underpinning the cultural models being applied to\ud interface development and research. Drawing on different social science theories,\ud the authors discuss top-down and bottom-up perspectives in the study of users‟\ud cultural differences and discuss the extent to which each provides usable design\ud knowledge. The case is made for combining bottom-up and top-down perspectives\ud into a sociotechnical approach that can produce knowledge useful and usable by\ud interaction designers. This is illustrated with a case study about the design of\ud interactive systems for farmers in rural Kenya

    Teensites.com: A Field Guide to the New Digital Landscape

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    A 2001 report from the Center for Media Education, provided here as background to work produced by Kathryn Montgomery after coming to American University and CSM (see http://www.centerforsocialmedia.org/resources/publications/ecitizens/index2.htm -- Youth as E-Citizens'), surveys the burgeoning digital media culture directed at -- and in some cases created by -- teens.This report surveys the burgeoning new media culture directed at -- and in some cases created by -- teens. TeenSites.com -- A Field Guide to the New Digital Landscape examines the uniquely interactive nature of the new media, and explores the ways in which teens are at once shaping and being shaped by the electronic culture that surrounds them

    Cultural matter in the development of an interactive multimedia self-paced educational health program for aboriginal health workers

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    Aboriginal and Torres Strait islander health workers are key providers of primary health services to Aboriginal communities especially in remote and rural areas. They are often overloaded with competing demands. There has been limited attention given to the maintenance and ongoing enhancement of their skills and knowledge following the completion of formal training. A culturally appropriated interactive multimedia self-paced health program as a mechanism to improve the accessibility and the use of scientific data and information for health purposes is proposed as a basic method for better supporting Aboriginal and Torres Strait Islander primary health care workers in their practice locations. This paper explores different approaches for the development of a culturally appropriate interactive multimedia educational health program for Aboriginal and Torres Strait islander health workers and it also explore cultural matters concerning program development in the light of existing literature

    Developing downloadable TUIs for online pedagogic activities

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    The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools. <br/

    Dynamic interactive learning systems

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    Health Care Opinion Leaders' Views on the Future of Long-Term Care

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    Presents findings from a survey of experts on the challenges for long-term care -- securing adequate financing, developing the required healthcare workforce, and improving the quality of long-term care -- and strategies for addressing them

    Global Diffusion of Interactive Networks. The Impact of Culture

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    The Internet and other interactive networks are diffusing across the globe at rates that vary from country to country. Typically, economic and market structure variables are used to explain these differences. The addition of culture to these variables will provide a more robust understanding of the differences in Internet and interactive network\ud diffusion. Existing analyses that identify culture as a predictor of diffusion do not adequately specificy the dimensions of culture and their impacts. This paper presents a set of propositions to be used in analyses of the impact of culture on the diffusion of interactive networks. The propositions were developed using cultural constructs presented by Hofstede, Herbig and Hall. Diffusion of innovations theory and critical mass theory provide the theoretical base. The development of the propositions resulted from a close examination of the theories for\ud relationships mediated by culture. The resulting propositions use cultural variables in relationships established by the theories. It is hoped that the propositions will serve as a starting point for future research in the area of cultural influences on the diffusion of interactive networks

    Museum Experience Design: A Modern Storytelling Methodology

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    In this paper we propose a new direction for design, in the context of the theme “Next Digital Technologies in Arts and Culture”, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, “Next Digital Technologies” play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination
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