18,156 research outputs found

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    A Conceptual Model for Enhancing Intra-Group Knowledge Sharing

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    Knowledge sharing is a social action involving the collective behavior of a group of people. However, prior research on knowledge predominately focused on individual behavior. Furthermore, previous studies did not capture the multiple facets of this group behavior. In this research, we propose and justify a framework for the explanation of knowledge sharing in organization context as a social action, integrating multiple theories, i.e., social capital theory, institutional theory, and adaptive technology structuration theory. A series of propositions are proposed and discussed

    Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses

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    Metaverses are immersive three-dimensional virtual worlds in which people interact as avatars with each other and with software agents, using the metaphor of the real world but without its physical limitations. The ubiquitous availability of high speed Internet access has spurred enormous interest in virtual worlds like Second Life and World of Warcraft, both in terms of user gaming and as a new technological platform for global virtual collaboration. These environments have potential for richer, more engaging collaboration, but their capabilities have yet to be examined in depth. Of particular interest in this paper is the use of metaverses for virtual team collaboration. We develop a conceptual model for research in metaverses that is based on five key constructs: (1) the metaverse itself, (2) people/avatars, (3) metaverse technology capabilities, (4) behaviors, and (5) outcomes. We present an in-depth characterization of metaverse technology capabilities from a socio-technical view that recognizes the potential for variation in emergent interaction and in outcomes. Example propositions and a discussion of key issues and challenges show how the model can be used to further research and practice in virtual teams in the context of these new environments

    Technology-Mediated Learning: A Comprehensive Theoretical Model

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    Increasing organizational investment in technology for training and learning underscores how important it is for researchers to understand and investigate technology-mediated learning (TML). However, the limited empirical data in this area fails to provide a consistent and comprehensive picture of the TML phenomena. A critical aspect missing from existing research is the focus on the learning process. In this paper, we articulate a theoretical model, based on Adaptive Structuration Theory, for TML that explicitly configures elements of the learning process, including team, technology, and learning technique structures. Existing TML research from the information systems (IS) and education literatures is summarized and research gaps are identified. The paper not only helps to explain inconsistencies in previous research, but also develops specific propositions for future research. The propositions stated in the paper represent the theoretical relationships among the constructs in the TML model. The model provides a vehicle for researchers, both in IS and education, to summarize and integrate existing research and theories and to guide future research in this important area

    The business model: Theoretical roots, recent developments, and future research

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    The paper provides a broad and multifaceted review of the received literature on business models, in which we attempt to explore the origin of the construct and to examine the business model concept through multiple disciplinary and subject-matter lenses. The review reveals that scholars do not agree on what a business model is, and that the literature is developing largely in silos, according to the phenomena of interest to the respective researchers. However, we also found some emerging common ground among students of business models. Specifically, i) the business model is emerging as a new unit of analysis; ii) business models emphasize a system-level, holistic approach towards explaining how firms do business; iii) organizational activities play an important role in the various conceptualizations of business models that have been proposed, and iv) business models seek not only to explain the ways in which value is captured but also how it is created. These emerging themes could serve as important catalysts towards a more unified study of business models.Business model; strategy; technology management; innovation; literature review;

    Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.

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    In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software development.video/computer game industry; artifacts; free/open source software; video game console

    Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.

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    In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software developmentvideo/computer game industry; artifacts; free/open source software; video game consoles

    I am here - are you there? Sense of presence and implications for virtual world design

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    We use the language of presence and place when we interact online: in our instant text messaging windows we often post: Are you there? Research indicates the importance of the sense of presence for computer-supported collaborative virtual learning. To realize the potential of virtual worlds such as Second Life, which may have advantages over conventional text-based environments, we need an understanding of design and the emergence of the sense of presence. A construct was created for the sense of presence, as a collaborative, action-based process (Spagnolli, Varotto, & Mantovani, 2003) with four dimensions (sense of place, social presence, individual agency, and mediated collaborative actions). Nine design principles were mapped against the four dimensions. The guiding question for the study\u27s exploration of the sense of presence was: In the virtual world Second Life, what is the effect on the sense of presence in collaborative learning spaces designed according to the sense of presence construct proposed, using two of the nine design principles, wayfinding and annotation? Another question of interest was: What are the relationships, if any, among the four dimensions of presence? The research utilized both quantitative and qualitative measures. Twenty learners recruited from the Graduate School of Education and Psychology at Pepperdine University carried out three assigned collaborative activities in Second Life under design conditions foregrounding each of the two design conditions, and a combination of the two. Analyses from surveys, Second Life interactions, interviews and a focus group were conducted to investigate how various designed learning environments based in the virtual world contributed to the sense of presence, and to learners\u27 ability to carry out collaborative learning. The major research findings were: (a) the construct appears robust, and future research in its application to other virtual worlds may be fruitful; (b) the experience of wayfinding (finding a path through a virtual space) resulted overall in an observed pattern of a slightly stronger sense of place; (c) the experience of annotation (building) resulted overall in an observed pattern of a slightly stronger sense of agency; and (d) there is a positive association between sense of place and sense of agency
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