178,982 research outputs found

    Supporting Collaborative Reflection at Work: A Socio-Technical Analysis

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    This study presents an analysis of a tool that supports collaborative reflection at work. So far, research has focused on individual reflection or reflection in an educational context. Therefore, little is known about designing support for collaborative reflection at work. In four studies that use an application for collaborative reflection support, built based on prior empirical work, the paper presents an analysis of the ways workers used the tool for collaborative reflection. The analysis was based on log data and material from interviews and observations. The results show that there were different ways in which people used the application and that the impact of using it differed among groups. Besides positive effects, open issues in reflection support emerged. The paper presents insights on and design challenges for collaborative reflection support and potential solutions for these challenges. The findings are related to a model of collaborative reflection support and they emphasize that such support needs to be understood as socio-technical in nature if it is to succeed in practice. Finally, the study proposes designs for further work on tools supporting collaborative reflection

    Learning from design creativity: translating processes from practice to education

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    Paper submitted as part of the 2nd International Conference on Design Creativity, Glasgow 2012. This paper is made available with permission of the Design Society, who own the copyright.This paper develops reflections on design creativity as a cross-curriculum tool in mainstream formal education at primary/elementary level. Evidence comes from a contemporary UK case study of a series of workshops whereby architectural design professionals introduced design creativity into mainstream primary teaching and learning situations, developed through the UK Creative Partnerships‘ programme. This programme, which until recently was funded through central government, introduced principles of collaborative creativity through targeted programmes of change and enquiry involving pupils, teachers and creative practitioners. Following the processes of designing and delivering a programme to embed creative exploration through design tasks which focus on the learning environment, the authors, both architectural practitioners and educators, undertake further reflection back to the architectural profession and the societal role of collaborative creative design. We propose a hybrid practice in which architects might swap skills with teachers, pupils, teaching assistants and school management. This process reveals new creative concepts to pupils and staff, and unearths latent abilities within pupils as they work collaboratively to develop and provide design services for the built fabric or spatial use of school spaces

    Using "tangibles" to promote novel forms of playful learning

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    Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning

    Experiential Role of Artefacts in Cooperative Design

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    The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an ‘experiential’ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to people’s performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes – used and developed in designers’ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designers’ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of people’s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies

    Grantmaking for Social Justice and Peace: Some Practical Lessons

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    This study aims to share the experiences and practices of many different funders and, in doing so, to encourage self reflection. Whether it is framing priority issues, designing grant programmes or listing selection criteria, each of these steps either includes or excludes options for change. What are often seen as technical considerations can, in fact, be incredibly important in identifying potential grantee and collaborative partners. Power does not only lie in foundation boards and chief executives, it is also found in the niches of programme decision making, outreach and administration. Practical Lesson

    Designing an e-tutoring system for large classes: mixed-method research

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    This study aimed at assessing the perceptions of 167 teachers about the tutoring system adopted in an online training course involving teachers from 20 Schools of Sesimbra, SetĂșbal and Palmela counties. The course, called “Distributed Knowledge with Web 2.0”, was officially certified as a blended learning modality, with the duration of 50 hours, 41 of which occurred online in two editions, the first in February and the second in July of 2012, each one of them involving respectively 82 and 85 teachers, divided in four classes with about 20 trainees each. This blended learning course was designed at producing educational materials in digital format, and included autonomous and group activities, knowledge sharing and reflection. A learning environment, supported by the Ning platform, was set up. At the end of the course, the trainees answered to a pencil and paper survey, in order to evaluate the adopted online tutoring strategy. Additionally the trainees’ final reports contained evidence of how the trainees assessed the tutoring model component of the course; both the survey and the reports were the basis for this research. The results show that the teachers who attended the two course editions disclosed very positive perceptions about online learning, a modality they consider adequate to their current professional status and conditions. The trainees also showed their intention of, in the future, opting for blended training arrangements. Future developments of this study involve a content analysis of the tutor’s posts, in order to understand more accurately the tutor’s messages characteristics, in their social and cognitive dimensions

    Designing Information Literacy Instruction for Adult Learners

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    An issue currently facing many academic librarians involves the challenge of designing information literacy instruction for nontraditional students, particularly adult learners. Increasingly, adults are enrolling in college later in life to complete undergraduate degrees. Because information literacy instructional research and instructional methods commonly focus on traditional students, academic librarians struggle to design information literacy instruction that meets the needs of this more mature population. This article examines information literacy instructional design basics, characteristics of adult learners and adult learning theory, as well as presents examples for designing information literacy instruction for adult students

    From conditioning to learning communities: Implications of fifty years of research in e‐learning interaction design

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    This paper will consider e‐learning in terms of the underlying learning processes and interactions that are stimulated, supported or favoured by new media and the contexts or communities in which it is used. We will review and critique a selection of research and development from the past fifty years that has linked pedagogical and learning theory to the design of innovative e‐learning systems and activities, and discuss their implications. It will include approaches that are, essentially, behaviourist (Skinner and GagnĂ©), cognitivist (Pask, Piaget and Papert), situated (Lave, Wenger and Seely‐Brown), socio‐constructivist (Vygotsky), socio‐cultural (Nardi and Engestrom) and community‐based (Wenger and Preece). Emerging from this review is the argument that effective e‐learning usually requires, or involves, high‐quality educational discourse, that leads to, at the least, improved knowledge, and at the best, conceptual development and improved understanding. To achieve this I argue that we need to adopt a more holistic approach to design that synthesizes features of the included approaches, leading to a framework that emphasizes the relationships between cognitive changes, dialogue processes and the communities, or contexts for e‐learning

    Dynamics of collaborative work in global software development environment.

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    This study aims to explore the dynamics of collaborative work in global software development projects. The study explored the nature of collaboration, the patterns of collaborative behaviors in different tasks in computer science, and the impact of the tasks to the collaboration among students. Four different collaborative software development tasks were assigned to the globally distributes teams. The study used data from 230 students from five universities, namely Atilim University (Turkey), Middle East Technical University (Turkey), Universidad TecnolĂłgica de PanamĂĄ (Panama), University of North Texas (US), and Middlesex University (UK). The findings involve the recommendations for building effective collaborative working environments and guidelines for building collaborative virtual communities
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