93,817 research outputs found

    Collaborative Research Training Based on Virtual Spaces

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    A possible strategy for training researchers is to provide integrated research cores with researchers-in-training under the guidance of a senior trained researcher. Information technology and communication have enabled the construction of virtual communities formed by individuals who may be far away physically but who are cognitively close, hence giving rise to collaborative research training models. In this context, this paper formulates an approach to identify the elements of the work space of a research group devoted to research training and to assess the technological feasibility of virtualization of such elements.Publicado en IFIP Advances in Information and Communication Technology book series (IFIPAICT, vol. 324)Instituto de Investigación en Informátic

    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context

    Community space in complex learning communities : lessons learnt

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    Highly complex learning communities where diverse participants collaborate to achieve multiple aims through synergy have the potential to be highly creative and productive. However the diversity and multiple aims can also mean the advantages of a community - share understand, trust and direction - are difficult to achieve, resulting in few if any of the aims being realised. We review two case studies, where the learning community is trying to achieve multiple aims, in order to explore how virtual and physical space are employed to support collaborative learning and enhance synergistic potential. The analysis shows that high levels of diversity have influenced these spaces and trends towards differentiation and holistically designed hybrid, virtual and physical, collaboration space. The characteristics of theses cases are sufficiently general to lead us to draw insights for the building of collaborative space in multi-purpose complex learning communities. These are equably applicable to learning communities which share features such as heterogeneity, multiple locations or a mixture of spaces

    Using virtual worlds for online role-play

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    The paper explores the use of virtual worlds to support online role-play as a collaborative activity. This paper describes some of the challenges involved in building online role-play environments in a virtual world and presents some of the ideas being explored by the project in the role-play applications being developed. Finally we explore how this can be used within the context of immersive education and 3D collaborative environments

    The use of virtual environments as an extended classroom – A case study with adult learners in tertiary education

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    This study was conducted in immersive 3D virtual environment Second Life®, with the support of web 2.0 tools as a complement to physical classroom - extended classroom. It was assumed that socialization is a key factor for collaborative learning and knowledge construction. The study aims to identify the variables that may influence knowledge sharing in learning contexts using virtual environments; with the aim of contributing to the improvement of learning situations using the online tools. This research is exploratory in nature and falls within the field of phenomenological studies. The study was implemented in a tertiary education institution involving regular and adult learners. We conclude that in virtual environments learners tend to feel more confident, open, participatory, creative, understanding and seem to participate in training sessions because they are indeed interested in learning. On the other hand, the possibility of providing online tutorial session allows reaching a larger number of learners. These online sessions can be established in a time and place (virtual) free of constraints and can be tailored, allowing a more effective participation from learners.info:eu-repo/semantics/publishedVersio

    Claim your space: re-placing spaces to better meet the needs of the net generation

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    The challenge for the Reid Library at The University of Western Australia was the transformation of a 1960s building into a welcoming space with services and facilities appropriate for a more technologically demanding generation. A key issue was how to balance the continuing need for access to physical collections with the rapidly expanding demand for new kinds of learning spaces and facilities oriented towards on-line and collaborative learning and research. This paper outlines the approach taken to identify client needs (both physical and virtual), define and propose new service models, and transform learning spaces while maintaining access to physical collections

    Information commons planning: Strategic and operational considerations

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    This session will introduce you to planning issues and operational elements that you will need to consider when implementing an Information Commons. The planning process, service models, collaboration issues and relationship building will be discussed in context of a case study of the University of Auckland Library’s Information Commons Group. The Information Commons Group consists of the large purpose built Kate Edger Information Commons (established in 2003) on the City Campus, the smaller Grafton Information Commons (established in 2004) on the Medical Campus and the library-based Epsom Information Commons (established in 2006) on the Education Campus. The group comprises three models of co-location, collaboration, integration and innovation successfully operating within the same IT, service and staffing infrastructure. These student-centered learning facilities provide proactive integrated learning support in a collaborative, interdisciplinary physical and virtual learning environment

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    Achieving high performance outcomes through trust in virtual teams

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    Developing trust among team members is critical for achieving high performance outcomes. Recently, global business operations necessitated working in a team environment with colleagues outside traditional organizational boundaries, across distances, and across time zones. In this article, we discuss how human resource practices can support organizational initiatives when business operations mandate increased virtual teamwork. We examine the role of HR in enhancing relationship building and the development of trust among workers who may rarely, if ever, meet face-toface. Using research from teamwork, social exchange theory, and knowledge sharing, we discuss how four areas of human resources management—recruitment, training, performance appraisal, and compensation/reward— might combine with technology to facilitate the development of trust among virtual team members
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