91,360 research outputs found

    The relationship of (perceived) epistemic cognition to interaction with resources on the internet

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    Information seeking and processing are key literacy practices. However, they are activities that students, across a range of ages, struggle with. These information seeking processes can be viewed through the lens of epistemic cognition: beliefs regarding the source, justification, complexity, and certainty of knowledge. In the research reported in this article we build on established research in this area, which has typically used self-report psychometric and behavior data, and information seeking tasks involving closed-document sets. We take a novel approach in applying established self-report measures to a large-scale, naturalistic, study environment, pointing to the potential of analysis of dialogue, web-navigation – including sites visited – and other trace data, to support more traditional self-report mechanisms. Our analysis suggests that prior work demonstrating relationships between self-report indicators is not paralleled in investigation of the hypothesized relationships between self-report and trace-indicators. However, there are clear epistemic features of this trace data. The article thus demonstrates the potential of behavioral learning analytic data in understanding how epistemic cognition is brought to bear in rich information seeking and processing tasks

    Supporting Computer-supported collaborative work (CSCW) in conceptual design

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    In order to gain a better understanding of online conceptual collaborative design processes this paper investigates how student designers make use of a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging “themes” are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of “grounding – mutual understanding” and “support creativity” complement findings from other research, while important themes associated with “near-synchrony” have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment

    Participatory Militias: An Analysis of an Armed Movement's Online Audience

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    Armed groups of civilians known as "self-defense forces" have ousted the powerful Knights Templar drug cartel from several towns in Michoacan. This militia uprising has unfolded on social media, particularly in the "VXM" ("Valor por Michoacan," Spanish for "Courage for Michoacan") Facebook page, gathering more than 170,000 fans. Previous work on the Drug War has documented the use of social media for real-time reports of violent clashes. However, VXM goes one step further by taking on a pro-militia propagandist role, engaging in two-way communication with its audience. This paper presents a descriptive analysis of VXM and its audience. We examined nine months of posts, from VXM's inception until May 2014, totaling 6,000 posts by VXM administrators and more than 108,000 comments from its audience. We describe the main conversation themes, post frequency and relationships with offline events and public figures. We also characterize the behavior of VXM's most active audience members. Our work illustrates VXM's online mobilization strategies, and how its audience takes part in defining the narrative of this armed conflict. We conclude by discussing possible applications of our findings for the design of future communication technologies.Comment: Participatory Militias: An Analysis of an Armed Movement's Online Audience. Saiph Savage, Andres Monroy-Hernandez. CSCW: ACM Conference on Computer-Supported Cooperative Work 201

    Youth and Digital Media: From Credibility to Information Quality

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    Building upon a process-and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities. A review of selected literature at the intersection of digital media, youth, and information quality -- primarily works from library and information science, sociology, education, and selected ethnographic studies -- reveals patterns in youth's information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation. Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure
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