18,383 research outputs found
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Brian Clegg, Mining The Internet â Information Gathering and Research on the Net, Kogan Page: London, 1999. ISBN: 0â7494â3025â7. Paperback, 147 pages, ÂŁ9.99
Sensemaking on the Pragmatic Web: A Hypermedia Discourse Perspective
The complexity of the dilemmas we face on an organizational, societal and global scale forces us into sensemaking activity. We need tools for expressing and contesting perspectives flexible enough for real time use in meetings, structured enough to help manage longer term memory, and powerful enough to filter the complexity of extended deliberation and debate on an organizational or global scale. This has been the motivation for a programme of basic and applied action research into Hypermedia Discourse, which draws on research in hypertext, information visualization, argumentation, modelling, and meeting facilitation. This paper proposes that this strand of work shares a key principle behind the Pragmatic Web concept, namely, the need to take seriously diverse perspectives and the processes of meaning negotiation. Moreover, it is argued that the hypermedia discourse tools described instantiate this principle in practical tools which permit end-user control over modelling approaches in the absence of consensus
Personalised trails and learner profiling within e-learning environments
This deliverable focuses on personalisation and personalised trails. We begin by introducing and defining the concepts of personalisation and personalised trails. Personalisation requires that a user profile be stored, and so we assess currently available standard profile schemas and discuss the requirements for a profile to support personalised learning. We then review techniques for providing personalisation and some systems that implement these techniques, and discuss some of the issues around evaluating personalisation systems. We look especially at the use of learning and cognitive styles to support personalised learning, and also consider personalisation in the field of mobile learning, which has a slightly different take on the subject, and in commercially available systems, where personalisation support is found to currently be only at quite a low level. We conclude with a summary of the lessons to be learned from our review of personalisation and personalised trails
Marketing education, distance learning and hypermedia: teaching current issues in marketing in a virtual campus
This article reports on a project at the Universitat Oberta de Catalunya (UOC: The Open University of Catalonia, Barcelona) to develop an innovative package of hypermedia-based learning materials for a new course entitled 'Current Issues in Marketing'. The UOC is a distance university entirely based on a virtual campus. The learning materials project was undertaken in order to benefit from the advantages which new communication technologies offer to the teaching of marketing in distance education. The article reviews the main issues involved in incorporating new technologies in learning materials, the development of the learning materials, and their functioning within the hypermedia based virtual campus of the UOC. An empirical study is then carried out in order to evaluate the attitudes of students to the project. Finally, suggestions for improving similar projects in the future are put forward.Aquest article informa sobre un projecte de la Universitat Oberta de Catalunya per a desenvolupar un paquet innovador de materials didĂ ctics hipermĂšdia basat en un nou curs titulat "QĂŒestions Actuals de MĂ rqueting". La UOC Ă©s una universitat a distĂ ncia es basa Ăntegrament en un campus virtual. El projecte es va dur a terme els materials d'aprenentatge per tal de beneficiar-se dels avantatges que ofereixen les noves tecnologies de comunicaciĂł a l'ensenyament del mĂ rqueting en l'educaciĂł a distĂ ncia. L'article repassa els principals temes implicats en la incorporaciĂł de noves tecnologies en materials d'aprenentatge, el desenvolupament dels materials d'aprenentatge, i el seu funcionament dins del hipermĂšdia basat en el campus virtual de la UOC. DesprĂ©s s'ha portat a terme un estudi empĂric per a avaluar les actituds dels estudiants del projecte. Finalment, es presenten suggeriments per a la millora de projectes similars en el futur.Este artĂculo informa sobre un proyecto de la Universitat Oberta de Catalunya para desarrollar un paquete innovador de materiales didĂĄcticos hipermedia basado en un nuevo curso titulado "Cuestiones Actuales de Marketing". La UOC es una universidad a distancia se basa Ăntegramente en un campus virtual. El proyecto de materiales didĂĄcticos se llevĂł a cabo con el fin de beneficiarse de las ventajas que ofrecen las nuevas tecnologĂas de la comunicaciĂłn para la enseñanza del marketing en la educaciĂłn a distancia. El artĂculo repasa los principales temas implicados en la incorporaciĂłn de nuevas tecnologĂas en materiales docentes, el desarrollo de los materiales didĂĄcticos, y su funcionamiento dentro del hipermedia basado en el campus virtual de la UOC. Entonces se ha llevado a cabo un estudio empĂrico para evaluar las actitudes de los estudiantes al proyecto. Por Ășltimo, se presentan sugerencias para la mejora de proyectos similares en el futuro
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Capturing and representing deliberation in participatory planning practices
In this paper we argue for the importance of capturing and representing deliberation in participatory planning practices. We discuss the concept of deliberation in planning theory, and argue for a paradigm that puts deliberation at the centre of public participation to planning decision. We argue that in order to enable effective participation, the normally ephemeral delib- eration process needs to be captured and represented so that the information and knowledge gathered during deliberation is visible for all, can be effectively traced, reused, and can actively influence planning decisions. To scaffold this we describe the integration of three technologies to create a collective project memory structured against five dimensions of participatory plan- ning processes: dialogical, social, spatial, temporal and causal. Based on several authentic par- ticipatory planning cases, we report that this supported deliberation across planning tasks, communication modes, time and environments. The coupled use of online and offline group- ware technologies created a more expressive and transparent participatory knowledge base than is possible with conventional media, and enhanced participatory planning by: supporting the effective capture and representation of deliberation processes and products; providing a rich picture of the social setting in which planning decision develops and supporting reflection in and on planning actions
Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model
Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool
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Democratic Replay: Enhancing TV Election Debates with Interactive Visualisations
This paper presents an online platform for enhancing televised election debates with interactive visualisations. Election debates are one of the highlights of election campaigns worldwide. They are also often criticised as appearing scripted, rehearsed, detached from much of the electorate, and at times too complex. Democratic Replay enhances videos of election debates with a collection of interactive tools aimed at providing a replay experience centred around citizens' needs. We present the system requirements, design and implementation, and report on an evaluation based on the ITV Leaders' Debate from the 2015 UK General Election campaign
Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model
Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool
Hypermedia learning and prior knowledge: Domain expertise vs. system expertise
Prior knowledge is often argued to be an important determinant in hypermedia learning,
and may be thought of as including two important elements: domain expertise and
system expertise. However, there has been a lack of research considering these issues
together. In an attempt to address this shortcoming, this paper presents a study that
examines how domain expertise and system expertise influence studentsâ learning
performance in, and perceptions of, a hypermedia system. The results indicate that
participants with lower domain knowledge show a greater improvement in their learning
performance than those with higher domain knowledge. Furthermore, those who enjoy
using the Web more are likely to have positive perceptions of non-linear interaction.
Discussions on how to accommodate the different needs of students with varying levels
of prior knowledge are provided based on the results
A Longitudinal Study on the Effect of Hypermedia on Learning Dimensions, Culture and Teaching Evaluation
Earlier studies have found the effectiveness of hypermedia systems as learning tools heavily depend on their compatibility with the cognitive processes by which students perceive, understand and learn from complex information\ud
sources. Hence, a learnerâs cognitive style plays a significant role in determining how much is learned from a hypermedia learning system. A longitudinal study of Australian and Malaysian students was conducted over two semesters in 2008. Five types of predictor variables were investigated with cognitive style: (i) learning dimensions (nonlinear learning, learner control, multiple tools); (ii)\ud
culture dimensions (power distance, uncertainty avoidance, individualism/collectivism, masculinity/femininity, long/short term orientation); (iii) evaluation of units; (iv) student demographics; and (v) country in which students studied. This study uses both multiple linear regression and linear mixed effects to model the relationships among the variables. The results from this study support the findings of a cross-sectional study conducted by Lee et al. (2010); in particular, the predictor variables are significant to determine studentsâ cognitive style
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