127,871 research outputs found
Community of Practice: A Metaphor for Online Design?
This article examines four cases and identifies several issues associated with the concept of communities of practice. These cases describe different forms of communities of practice in various settings including consulting firms and legal firms. After introducing these cases, we address several issues that emerged from these cases and the research literature. First, we caution against the tendency to romanticize the communities of practice construct and especially online communities. The cross-case analysis points to five problems that should be considered before developing an online community of practice. These five problems include: prescriptive versus description distinction; ready-made versus communities in the making; knowledge of possession versus knowing in practice; mid-level social theory versus micro learning theory; and motivated members versus unwilling subjects. In sum, we believe that community of practice is not likely to be forced, but is emerging, and designers need to be aware of the characteristics of existing communities of practice to nurture them
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Games-Based Online Course Design: Prototype of Gamification for Online Tutors
With the ubiquity of interactive games in studentsâ lives and the rise of gamified experiences across the web and mobile applications, online tutors and practitioners of technology enhanced learning have been inspired to incorporate games-based elements. This paper introduces a prototype of an online application that helps online tutors to embed gaming to design their online course. We developed a framework for online course leaders which explains how Wikis (as an online learning platform) can support studentsâ learning, interaction, and sharing of knowledge in the online community. We are presenting a metaphor for the course design in a gameboard like âsnakes and laddersâ. This metaphoric game enables online tutors to elaborate online interaction among their students. The game methodological design approach for this metaphoric game merges different pedagogical theories such as (socio-constructivism) with practice in online learning (Wiki) and gives the online tutor an idea about what theory/approach is used when selecting any technological tool or moving forward in the game. This framework could help tutors, educational institutions and students to use a common language with students to describe their teaching and learning activities. Primarily, it helps tutors to make decisions about learning activities, facilitate, guide and support studentsâ communication and collaboration
Community tracking in a cMOOC and nomadic learner behavior identification on a connectivist rhizomatic learning network
This article contributes to the literature on connectivism, connectivist MOOCs (cMOOCs) and rhizomatic learning by examining participant interactions, community formation and nomadic learner behavior in a particular cMOOC, #rhizo15, facilitated for 6 weeks by Dave Cormier. It further focuses on what we can learn by observing Twitter interactions particularly. As an explanatory mixed research design, Social Network Analysis and content analysis were employed for the purposes of the research. SNA is used at the macro, meso and micro levels, and content analysis of one week of the MOOC was conducted using the Community of Inquiry framework. The macro level analysis demonstrates that communities in a rhizomatic connectivist networks have chaotic relationships with other communities in different dimensions (clarified by use of hashtags of concurrent, past and future events). A key finding at the meso level was that as #rhizo15 progressed and number of active participants decreased, interaction increased in overall network. The micro level analysis further reveals that, though completely online, the nature of open online ecosystems are very convenient to facilitate the formation of community. The content analysis of week 3 tweets demonstrated that cognitive presence was the most frequently observed, while teaching presence (teaching behaviors of both facilitator and participants) was the lowest. This research recognizes the limitations of looking only at Twitter when #rhizo15 conversations occurred over multiple platforms frequented by overlapping but not identical groups of people. However, it provides a valuable partial perspective at the macro meso and micro levels that contribute to our understanding of community-building in cMOOCs
Learning architectures and negotiation of meaning in European trade unions
As networked learning becomes familiar at all levels and in all sectors of education, cross-fertilisation of innovative methods can usefully inform the lifelong learning agenda. Development of the pedagogical architectures and social processes, which afford learning, is a major challenge for educators as they strive to address the varied needs of a wide range of learners. One area in which this challenge is taken very seriously is that of trade unions, where recent large-scale projects have aimed to address many of these issues at a European level. This paper describes one such project, which targeted not only online courses, but also the wider political potential of virtual communities of practice. By analysing findings in relation to Wengers learning architecture, the paper investigates further the relationships between communities of practice and communities of learners in the trade union context. The findings suggest that a focus on these relationships rather than on the technologies that support them should inform future developments
Metaphor, Objects, and Commodities
This article is a contribution to a symposium that focuses on the ideas of Margaret Jane Radin as a point of departure, and particularly on her analyses of propertization and commodification. While Radin focuses on the harms associated with commodification of the person, relying on Hegel's idea of alienation, we argue that objectification, and in particular objectification of various features of the digital environment, may have important system benefits. We present an extended critique of Radin's analysis, basing the critique in part on Gadamer's argument that meaning and application are interrelated and that meaning changes with application. Central to this interplay is the speculative form of analysis that seeks to fix meaning, contrasted with metaphorical thought that seeks to undermine some fixed meanings and create new meanings through interpretation. The result is that speculative and metaphorical forms are conjoined in an interactive process through which new adaptations emerge. Taking this critique an additional step, we use examples from contemporary intellectual property law discourse to demonstrate how an interactive approach, grounded in metaphor, can yield important insights
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The OER FLOW and social media
This presentation introduces some strategies for producing, sharing and reusing OER through the OER Flow and social media. The aim of this investigation is to identify how colearners can apply the OER Flow and social media to make the production and adaptation processes of OER more explicit for anyone in the community to contribute. This work analyses, therefore, the interactions of âCOLEARNâ â an open community of research in collaborative learning technologies â who created and remixed diverse open media components for producing an open book about OER using the OER flow and Social Media. The outcomes show that educators and colearners can move from a passive position to a more active and informed network role when they are able to co-authoring OER
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Introducing citizen inquiry
The term âcitizen inquiryâ was coined to describe ways that members of the public can learn by initiating or joining shared inquiry-led scientific investigations (Sharples et al., 2013). It merges learning through scientific investigation with mass collaborative participation exemplified in citizen science activities, altering the relationship most people have with research from being passive recipients to becoming actively engaged, and the relationship between scholarship and public understanding from dissemination towards cooperation. Through the presentation of empirical studies, this edited volume introduces concepts and practices of citizen inquiry
Webbing and orchestration. Two interrelated views on digital tools in mathematics education
The integration of digital tools in mathematics education is considered both
promising and problematic. To deal with this issue, notions of webbing and
instrumental orchestration are developed. However, the two seemed to be
disconnected, and having different cultural and theoretical roots. In this
article, we investigate the distinct and joint journeys of these two
theoretical perspectives. Taking some key moments in recent history as points
of de- parture, we conclude that the two perspectives share an importance
attributed to digital tools, and that initial differences, such as different
views on the role of digital tools and the role of the teacher, have become
more nuances. The two approaches share future chal- lenges to the organization
of teachers'collaborative work and their use of digital resources.Comment: Teaching Mathematics and its Applications (2014) to be complete
Mediating boundaries between knowledge and knowing: ICT and R4D praxis
Research for development (R4D) praxis (theory-informed practical action) can be underpinned by the use of Information and Communication Technologies (ICTs) which, it is claimed, provide opportunities for knowledge working and sharing. Such a framing implicitly or explicitly constructs a boundary around knowledge as reified, or commodified â or at least able to be stabilized for a period of time (first order knowledge). In contrast âthird-generation knowledgeâ emphasizes the social nature of learning and knowledge-making; this reframes knowledge as a negotiated social practice, thus constructing a different system boundary. This paper offers critical reflections on the use of a wiki as a data repository and mediating technical platform as part of innovating in R4D praxis. A sustainable social learning process was sought that fostered an emergent community of practice among biophysical and social researchers acting for the first time as R4D co-researchers. Over time the technologically mediated element of the learning system was judged to have failed. This inquiry asks: How can learning system design cultivate learning opportunities and respond to learning challenges in an online environment to support R4D practice? Confining critical reflection to the online learning experience alone ignores the wider context in which knowledge work took place; therefore the institutional setting is also considered
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