23,235 research outputs found

    Living Without a Mobile Phone: An Autoethnography

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    This paper presents an autoethnography of my experiences living without a mobile phone. What started as an experiment motivated by a personal need to reduce stress, has resulted in two voluntary mobile phone breaks spread over nine years (i.e., 2002-2008 and 2014-2017). Conducting this autoethnography is the means to assess if the lack of having a phone has had any real impact in my life. Based on formative and summative analyses, four meaningful units or themes were identified (i.e., social relationships, everyday work, research career, and location and security), and judged using seven criteria for successful ethnography from existing literature. Furthermore, I discuss factors that allow me to make the choice of not having a mobile phone, as well as the relevance that the lessons gained from not having a mobile phone have on the lives of people who are involuntarily disconnected from communication infrastructures.Comment: 12 page

    Enhancing the campus experience: Helping international students to adapt to North American campus life

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    This thesis investigates how culture adaption topic can be applied to a design solution by enhancing international students experience on North American campus. Each year more than half a million international students enroll in American colleges and universities. Many will spend several years on a campus working toward their degree. Most of them arrive with clear academic goals, but they may have no clue what their social lives will be like. In that case, a common phenomenon that most of the international students need to get along with is called “Culture Shock”, which involves culture and academic adapting difficulties, limited social contact with host nationals. While some educators and researchers have been studying on this issue and also considered the constructive suggestions, unfortunately, how to solve the culture shock on campus is rarely applied in interaction design area. To become a feasible design solution rather than just a suggestion, the approach to solve culture adjustments must be integrated into campus life. In this thesis, I propose a vision mobile-based campus application to provide international students useful information on the campus from four dimensions of culture difference: cognition, psychology, behavior and phenomenon. It aims to help international students adapt North American campus life and build social network with host nationals. In addition, providing some basic campus living information to the first-time students. Both qualitative data and quantitative data were collected through online questionnaires, interviews, and existing frameworks. Also, I will address the approach of implementing business model design and distributed user needs into the design outcome. In the end, a heuristic evaluation and a usability testing will be addressed to discuss refining the design outcomes. As a result, I would like to see how effectively and widely that culture differences can be implemented into campus in the future. Ideally, it is able to help international students to diminish the “cultural gap” between host nationals. It is my goal the design solution will help them adapt to culture differences, jump out of their comfort zoom, integrate with the diversity of campus life

    The Official Student Newspaper of UAS

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    Letter from the Editor / Whalesong Staff -- Strategic Pathways / Fin. Aid. Dir. / ALI Retreat -- From the Vault: Humans versus Zombies -- Study Away -- Student Gov. Update / Strategic Pathways Cont. -- UAS Mourns Reed McWilliams -- Health Corner / My Friend Reed -- A Time to Remember / ALI Retreat Cont. -- The Green Dot Initiative / The Hunting Grounds -- Campus Safety -- Calendar and Comics

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: ‱ 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. ‱ 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. ‱ 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Teacher competence development – a European perspective

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    This chapter provides an European perspectives on teacher competence development

    Culture-centred integration of ICT in Southeast Asia secondary schools

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    V. Sithira studied cultural integration with educational tools for Southeast Asian secondary schools. She found that culture-based learning has more to do with the design of ICT. She investigated the cultural presence in Southeast Asia and proposed new cultural activity metaphors and cultural theme metaphors in ICT to improve learning experience. She proposed new Cultural Motivational Elements of ICT guidelines for ICT developers that can significantly improve education with technology in Southeast Asia

    Chinese International Students\u27 Informal Second Language (L2) Learning Through Technology for Enhancing Lived Experiences in Canada

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    An increasing amount of attention has been drawn to international students’ academic development in the context of studying abroad; however, few studies shed light on students’ studying and lived experiences outside of school. This thesis explores how technology can enhance Chinese international students’ informal acquisition of second language (L2) and their lived experiences in Canada. Through a qualitative case study, I describe what language difficulties newly arrived Chinese international students encounter, and how they cope with those language difficulties through technology-assisted informal L2 learning. Data sources include in-depth interviews and follow-up interviews, participants’ personal narratives, and researchers’ reflective journals. Theories of multiliteracies, basic interpersonal communicative skills and cognitive academic language proficiency distinction, as well as a communicative competence framework have been adopted as the theoretical frameworks for data analysis. The findings show that newly arrived Chinese international students’ major language difficulties includes lack of non-academic vocabulary, lack of understanding of sociocultural differences, and unfamiliarity with informal context embedded phrases. To overcome these language difficulties, they creatively design informal L2 learning experiences through the combinational use of technology tools. The results have significant implications for newly arrived Chinese international students’ informal L2 learning

    Community-based mentoring and innovating through Web 2.0

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    The rise of social software, often termed Web 2.0, has resulted in heightened awareness of the opportunities for creative and innovative approaches to learning that are afforded by network technologies. Social software platforms and social networking technologies have become part of the learning landscape both for those who learn formally within institutions, and for those who learn informally via emergent web-based learning communities. As collaborative online learning becomes a reality, new skills in communication and collaboration are required in order to use new technologies effectively, develop real digital literacy and other 21st century skills

    Mobile Game-Based Learning (mGBL) Engineering Model

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    Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. It is among the most recent growing research areas whereby its main aim is to use game play to enhance motivation in learning, engage in knowledge acquisition, and improve the effectiveness of learning activities through mobile environment. To fully utilize the potential of mGBL, researchers suggest looking at the most important part, which is the development methodology of mGBL. In relation to this, various game development methodologies have been introduced for different types of game genres and platforms. These methodologies propose different numbers of steps and activities; some focusing only on the learning design; some concentrating on the mobile technologies; and others on the complete life cycle. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, the study discussed in this thesis addresses this gap by proposing an mGBL Engineering Model based on a number of games and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps, and deliverables. In accomplishing this aim, a design science research methodology was adopted, comprising of five phases; (i) awareness of problem, (ii) suggestion, (iii) development, (iv) evaluation, and (v) conclusion. Subsequently, eight mGBL evaluation dimensions were put forward: visibility, complexity, compatibility, flexibility, clarity, effectiveness, manageability, and evolutionary. Model evaluation was conducted in three phases, namely; expert review, prototype development with heuristics evaluation, and experimental study. Generally, the proposed mGBL Engineering Model was well accepted by the experts contacted in this study. The model was also employed by a game company while developing an mGBL prototype. Here, the findings have implied that the model is useful to follow and it provides an easy guideline for fellow developers. In the experimental study phase, four learning or game methodologies; Analysis-Design-Development-Implementation- Evaluation, Input-Process-Output, Game Life Cycle, and mGBL Engineering Model; were studied and compared by 70 respondents. The findings have indicated that the proposed mGBL Engineering Model scored mean above 7.0 (out of 10) of all dimensions compared to the other three models (scored less than 7.0). The ANOVA results show that there are significant differences between all groups in six dimensions except complexity and compatibility. Although complexity and compatibility dimensions are not significantly different, the scores for the mGBL Engineering Model are higher than the other three models. All these results have demonstrated that the proposed mGBL Engineering Model exhibits useful development indicators for mGBL applications and is indeed a theoretical and practical contribution of the study. In addition, the other significant contributions are the eight evaluation dimensions together with the validated instrument. Furthermore, the artefact produced, which is the mGBL prototype is also a functional contribution

    Slow Design through Fast Technology: The Application of Socially Reflective Design Principles to Modern Mediated Technologies

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    abstract: This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion, personal discomfort and a sense of disconnection. Slow design principles aim to help create interactions that avoid these problems by increasing interaction richness, encouraging engagement with local communities, and promoting personal and communal reflection. Three major functional mediated systems were constructed to examine the application of Slow principles on multiple scales: KiteViz, Taskville and Your ____ Here. Each system was designed based on a survey of current research within the field and previous research results. KiteViz is a visually metaphorical display of Twitter activity within a small group, Taskville is a workplace game designed to support collaboration and group awareness in an enterprise, and Your ____ Here is a physical-digital projection system that augments built architecture with user-submitted content to promote discussion and reflection. Each system was tested with multiple users and user groups, the systems were evaluated for their effectiveness in supporting each of the tenets of Slow design, and the results were collected into a set of key findings. Each system was considered generally effective, with specific strengths varying. The thesis concludes with a framework of five major principles to be used in the design of modern, highly-mediated systems that still apply Slow design principles: design for fundamental understanding, handle complexity gracefully, Slow is a process of evolution and revelation, leverage groups and personal connections to encode value, and allow for participation across a widely distributed range of scales.Dissertation/ThesisM.S.D. Design 201
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