55 research outputs found

    Social interaction in an online cross-disciplinary research conference

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    This research study investigated the social interaction in an online cross-disciplinary research conference. The research study followed an online conference of researchers from disciplines of social sciences, law, and humanities. The online conference was initiated by the National Research Foundation (NRF) and was hosted by Centre for Educational Technology (CET) at University of Cape Town (UCT). The main aim of the research study is to identify social interaction enablers and inhibitors in an online cross-disciplinary conference. The Internet is being used for numerous purposes, such as extending one's social networks, participating in online communities, finding a marriage partner, learning, and developing successful business relationships. An online conference uses the Internet for social networking. The study followed an interpretive research approach and combined critical discourse analysis (CDA) and the social presence indicators template (SPIT) as its analytical framework. The focus of the study was on the analysis and interpretation of the online conference text messages (artefacts) to identify enablers and inhibitors of social interaction. The social interaction enablers identified in the study included sharing and seeking of information, social presence, time and geographical confidence and flexibility, facilitation, prescribed/relevant topics and increased confidence and reduced evaluation anxiety. Inhibitors of social interaction were lack of community, prescribed topics, minimal activities, lack of non-verbal and social cues and clarity of topics. The social interaction enablers that were not identified in the literature were prescribed/relevant topics and collaboration and lobbying. Lack of community, clarity of topics, prescribed topics and minimal activities were identified as inhibitors of social interaction in the study but were not identified in the literature. In addition, the research found that some social interaction enablers were also found to be inhibitors. A revelation in the research study was that prescribed topics both enabled and inhibited social interaction. While some participants contributed towards these topics, others did not. Although the study focused predominantly on a cross-disciplinary research conference the findings reported in this study could have useful applications on online social interaction in general. The study has found out that an online conference arguably has merits over a face-to-face conference, but these benefits can only be optimised when social interaction is deliberately fostered through convergence of the online conference tool, facilitation, and topic design

    Using Active Learning to Teach Critical and Contextual Studies: One Teaching Plan, Two Experiments, Three Videos.

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    Since the 1970s, art and design education at UK universities has existedas a divided practice; on the one hand applying active learning in thestudio and on the other hand enforcing passive learning in the lecturetheatre. As a result, art and design students are in their vast majorityreluctant about modules that may require them to think, read and writecritically during their academic studies. This article describes, evaluatesand analyses two individual active learning experiments designed todetermine if it is possible to teach CCS modules in a manner thatencourages student participation. The results reveal that opting foractive learning methods improved academic achievement, encouragedcooperation, and enforced an inclusive classroom. Furthermore, andcontrary to wider perception, the article demonstrates that activelearning methods can be equally beneficial for small-size as well aslarge-size groups

    Practical approaches to delivering pandemic impacted laboratory teaching

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    #DryLabsRealScience is a community of practice established to support life science educators with the provision of laboratory-based classes in the face of the COVID-19 pandemic and restricted access to facilities. Four key approaches have emerged from the innovative work shared with the network: videos, simulations, virtual/augmented reality, and datasets, with each having strengths and weaknesses. Each strategy was used pre-COVID and has a sound theoretical underpinning; here, we explore how the pandemic has forced their adaptation and highlight novel utilisation to support student learning in the laboratory environment during the challenges faced by remote and blended teaching

    The 15th International CDIO Conference: Proceedings – Full Papers

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    We discuss a conceptual thesis structure model and visual tool for enhancing the writing process in the context of an engineering Master’s thesis. Our model is based on visualizing the thesis as a series of funnels that adjust the writing focus to the desired scope in each individual chapter. At the end of the thesis, the focus is widened back into the original topic area with a reflection on how the solutions proposed in the thesis have impacted or potentially will impact the field. Using our model gives students the opportunity to write a good Master’s thesis in various engineering disciplines. In our experience, the Focus Funnel approach has been very useful and effective, resulting in an overall improvement in the quality of engineering Master’s theses in our degree program.</p

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Virtual Learning Environment to Encourage Students' Relationships and Cooperative Competence Acquisition

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    Currently, companies and society widely proclaim the importance of solid communication and cooperative skills for professionals. Similarly, in higher education, programs are redefined to allow students to gain communicative and cooperative competences to qualify them for their professional work and the role they will play in society, however, there is a lack of specific guidelines on learning strategies and tools that promote acquisition and development of these competences. An empirical study is shown to examine how an online learning environment developed from scratch throughout several years and based on web-based resources such as virtual laboratories, interactive activities, educational videos, and a game-based learning methodology combines with active learning, which might impact the students relationships and cooperative competence development. As a result, a case study was carried out through a virtual learning environment. It was created to motivate and to facilitate students? involvement. The analysis was conducted based on the data collected from a core subject of the Computer Engineering and Information Systems degree courses. The answers of an online survey (n=289) were examined by using the structural equation modeling technique (SEM). The results obtained show that the use of this learning environment have a significant and positive impact on the two dimensions of relational coordination; communication and relationships. Furthermore, the learning environment plays a key role in the acquisition and development of cooperative competence. Additionally, the results indicate that communication and relationship positively influence on cooperative skills
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