27,471 research outputs found
Is spatial intelligibility critical to the design of largescale virtual environments?
This paper discusses the concept of 'intelligibility', a concept usually attributed to the design of real-world environments and suggests how it might be applied to the construction of virtual environments. In order to illustrate this concept, a 3d, online, collaborative environment, AlphaWorld, is analyzed in a manner analogous to spatial analysis techniques applied to cities in the real world. The outcome of this form of spatial analysis is that AlphaWorld appears to be highly 'intelligible' at the small-scale, 'local neighborhood' level, and yet is completely 'unintelligible' at a global level. This paper concludes with a discussion of the relevance of this finding to virtual environment design plus future research applications
Applying Bourdieu to socio-technical systems: The importance of affordances for social translucence in building 'capital' and status to eBay's success
This paper introduces the work of Sociologist Pierre Bourdieu and his concepts of ‘the field’ and ‘capital’ in relation to eBay. This paper considers eBay to be a socio-technical system with its own set of social norms, rules and competition over ‘capital’. eBay is used as a case study of the importance of using a Bourdieuean approach to create successful socio-technical systems.Using a two-year qualitative study of eBay users as empirical illustration, this paper argues that a large part of eBay’s success is in the social and cultural affordances for social translucence and navigation of eBay’s website - in supporting the Bourdieuean competition over capital and status. This exploration has implications for wider socio-technical systems design which this paper will discuss - in particular, the importance of creating socially
translucent and navigable systems, informed by Bourdieu’s theoretical insights, which support competition for ‘capital’ and status
e-teaching craft and practice
Staff at the University of Lincoln, UK, are repositioned as students on the virtual learning environment (VLE) for the teacher education programme ‘Teaching and Learning in a Digital Age’ (TELEDA). Modules explore the social relations of virtual learning through a community approach to sharing practice, and using tools like wikis, journals and forums to demonstrate the challenges of digital scholarship enables ‘insider’ knowledge of the craft of e-teaching to be gained through experiential learning. As sector-wide shifts to flexible design and delivery increase, greater attention to the digital confidence and capabilities of staff who teach and support learning is required. Investigating the uncertain spaces between the rhetoric and the reality of teaching online has shaped the author’s doctoral research into digital education. This paper offers emerging research findings which include how experiential approaches like TELEDA are worthy investments of time and resources and reinforce the value of embedding the craft elements of e-teaching into CPD and teacher education programmes
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A report on the ULTRLAB's development of online components in NCSL programmes
This report is one of two produced by ULTRALAB forthe National College of School Leadership (NCSL). Here we discuss the research and development of online components of two NCSL programmes. The other report looks at the Talking Heads project, an online community for Headteachers in England.
This report considers our work on two NCSL programmes. The new model National Qualification for Headship (NPQH) had its first cohort of learners in March 2001. ULTRALAB was involved in consultancy with the DfES, the writers of the programme materials and the ten regional training providers, in setting up the online elements from September 2000. The online community aspects of NPQH were established using think.com software, with the name Virtual Heads chosen for the overarching national community.
The pilot for the Certificate of School Business Management started in February 2002. Our involvement here was to develop the online community and support the tutors in its use.The online community aspects were established using think.com software, with the name Bursars’ Count chosen for the overarching national community
Which way is up? Space and place in virtual learning environments for design
The role of ‘place’ in design education is essential in providing a structured learning experience that can be trusted and which allows dynamic social connections to emerge in the development of reflective practice. With increasing demand for distance and online learning resources, this paper considers how such a sense of place can be arrived at using ‘virtual architecture’. Analogies with physical architectural space – for example ‘homes’, ‘forums’, ‘studios’, ‘libraries’ can be useful, but in many ways the opportunities for design learning in virtual architecture go far beyond what is possible with physical architecture. We describe how the virtual architecture of an Open University course in Design Thinking has consciously tried to create place rather than space, in crafting an environment with intrinsic learning opportunities, and the benefits this has brought to students studying the course
Peer support for technology-enhanced learning: developing a community of learners
This paper sets out the aims, stages and outcomes of a Peer Support for Technology-Enhanced Learning project. It suggests that the process of adapting to change is significantly eased with the support of other people. As Sharpe and Oliver (2007) suggest, there are no simple solutions to match the full complexity of the task in hand. They emphasise the importance of 'peer processes' (p.124) that allow people to talk through, share and test out new approaches with each other. This project grew out of peer support arrangements between two colleagues, and expanded to incorporate a group of self-identified colleagues ready to engage in peer support activities and move their practice forwards, together
Mapping cyberspace: visualising, analysing and exploring virtual worlds
In the past years, with the development of computer networks such as the Internet
and world wide web (WWW), cyberspace has been increasingly studied by
researchers in various disciplines such as computer sciences, sociology, geography,
and cartography as well. Cyberspace is mainly rooted in two computer technologies:
network and virtual reality. Cybermaps, as special maps for cyberspace, have been
used as a tool for understanding various aspects of cyberspace. As recognised,
cyberspace as a virtual space can be distinguished from the earth we live on in many
ways. Because of these distinctions, mapping it implies a big challenge for
cartographers with their long tradition of mapping things in clear ways. This paper,
by comparing it to traditional maps, addresses various cybermap issues such as
visualising, analysing and exploring cyberspace from different aspects
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