436,458 research outputs found

    Designs on the Web: A case study of online learning for design students

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    The De Montfort University Electronic Campus initiative started in September 1999. Web‐based learning resources and support have been provided for over 3,000 students via a portfolio of thirty projects ranging across all levels of the university and within every faculty. This paper focuses on one aspect of this initiative: the development of online teaching and learning materials to support first‐year IT modules for students of art and design. An undergraduate module has been converted from traditional, face‐to‐face, delivery to a hybrid combination of Web‐based and studio‐based work in accordance with Laurillard's conversational framework. In the first year of use all the new material has been made available on a pilot basis to a group of 440 students in parallel with conventional lectures and seminars. All the students have had access to the online resources; some students have used them, but some have not. Data on student expectations collected prior to starting on the module are compared with student feedback gathered at the end of the module and student performance data across the two mode's of presentation are compared to establish the relative effectiveness of each approach. In addition the paper reviews the resource implications of developing, delivering and supporting online learning and discusses some of the barriers to implementation that were encountered and overcome

    Designing and Deploying Online Field Experiments

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    Online experiments are widely used to compare specific design alternatives, but they can also be used to produce generalizable knowledge and inform strategic decision making. Doing so often requires sophisticated experimental designs, iterative refinement, and careful logging and analysis. Few tools exist that support these needs. We thus introduce a language for online field experiments called PlanOut. PlanOut separates experimental design from application code, allowing the experimenter to concisely describe experimental designs, whether common "A/B tests" and factorial designs, or more complex designs involving conditional logic or multiple experimental units. These latter designs are often useful for understanding causal mechanisms involved in user behaviors. We demonstrate how experiments from the literature can be implemented in PlanOut, and describe two large field experiments conducted on Facebook with PlanOut. For common scenarios in which experiments are run iteratively and in parallel, we introduce a namespaced management system that encourages sound experimental practice.Comment: Proceedings of the 23rd international conference on World wide web, 283-29

    Why Do Makers Make? Examining Designer Motivations on Thingiverse.com

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    Technological advancements have made a once fictitious dream into a reality. 3D printing has become a popular manufacturing and design technique used all over the world. As this industry becomes more popular, users of these 3D printers are reaching out across the web to share designs, seek help, and build communities of users with similar interests. This study is meant to look at what motivates 3D printing users to participate in online user innovation communities such as Thingiverse.com. This study will explore motivations such as personal needs, financial gains, approval of peers, skill development, and enjoyment. Moreover, it will assess the impact of each of these motivations on the number of designs created by designers within the observation period (May 2017-May 2018) and on the market response to these designs. To study these elements, we first perused research done in previous studies on motivations in brand communities, transactional communities, and user innovation communities to create a literature review. Following the literature review, a survey was created which asked Thingiverse makers 5 sets of questions related to their specific motivations for creating and sharing designs and asked them to provide demographic data as well. The results obtained from this research indicate that the motivation to satisfy a personal need has a marginally significant, negative impact on the number of designs created by a maker while the desire to gain approval from others in the community has a significant, positive effect on market response to those designs. Additionally, it was found that a desire for financial gain has little to no effect on the number of designs created or on the market response, a result which was surprising considering that 25% of the respondents reported earning money from 3D printing. These results and their implications as well as future research directions are outlined in the concluding discussion section

    Reusable e-learning development: Case studies, practices and issues of awareness for knowledge-based organisations

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    Reusable e-learning development (RED) is defined as the cloning, modification and customisation of existing files or source codes for developing another website or another web-based application. RED does not imply just copying and changing existing files or source codes but rather, it provides a practical technique for time-saving, improving efficiency and maximising utility of existing resources for creating another website or another web-based application. RED is particularly useful for a large-scale web development, where there is an extremely high degree of overlapping of information, resources and web designs. Therefore, RED has been widely adopted by many knowledge-based organisations (KBO). In order to investigate the impacts of RED on KBO, various case studies, practices and issues of awareness for KBO are presented and analysed. This paper particularly focuses on studies and recommended practices from the University of Cambridge. Results from these case studies reveal a number of outcomes

    Cloudworks: Social networking for learning design

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    Can we apply the best of Web 2.0 principles to an educational context? More specifically can we use this as a means of shifting teaching practice to a culture of sharing learning ideas and designs? This paper describes a new social networking site, Cloudworks, which aims to provide a mechanism for sharing, discussing and finding learning and teaching ideas and designs. We describe the development of the site and the key associated concepts, 'clouds' and 'cloudscapes'. We provide a summary of recent activities and plans for the future. We conclude by describing the underpinning theoretical perspectives we have drawn on in the development of the site and in particular the notion of 'social objects' in social networking and a framework for 'sociality' for transforming user practice online
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