48,811 research outputs found

    Communities of practice and virtual learning communities : benefits, barriers and success factors

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    A virtual Community of Practice (CoP) is a network of individuals who share a domain of interest about which they communicate online. The practitioners share resources (for example experiences, problems and solutions, tools, methodologies). Such communication results in the improvement of the knowledge of each participant in the community and contributes to the development of the knowledge within the domain. A virtual learning community may involve the conduct of original research but it is more likely that its main purpose is to increase the knowledge of participants, via formal education or professional development. Virtual learning communities could have learning as their main goal or the elearning could be generated as a side effect. Virtual communities of practice (CoPs) and virtual learning communities are becoming widespread within higher education institutions (HEIs) thanks to technological developments which enable increased communication, interactivity among participants and incorporation of collaborative pedagogical models, specifically through information communications technologies (ICTs) They afford the potential for the combination of synchronous and asynchronous communication, access to -and from- geographically isolated communities and international information sharing. Clearly there are benefits to be derived from sharing and learning within and outwith HEIs. There is a sense of connectedness, of shared passion and a deepening of knowledge to be derived from ongoing interaction. Knowledge development can be continuous, cyclical and fluid. However, barriers exist in virtual CoPs and these are defined by the authors and illustrated with quotes from academic staff who have been involved in CoPs. Critical success factors (CSFs) for a virtual CoP are discussed. These include usability of technology; trust in, and acceptance of, ICTs in communication; a sense of belonging among members; paying attention to cross-national and cross-cultural dimensions of the CoP; shared understandings; a common sense of purpose; use of netiquette and user-friendly language and longevity. The authors recognise the enormous potential for the development of CoPs through e-mail discussion lists and discussion boards but have themselves experienced the difficulties inherent in initiating such a community. These are corroborated and illustrated with text from interviews with academic staff. Much of the literature on CoPs emanates from outside Europe, despite the fact that e-learning articles have a large diffusion around Europe. The authors suggest further exploration of this topic by identifying and studying CoPs and virtual learning communities across EU countries

    Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game

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    Social media has become a major communication channel for communities centered around video games. Consequently, social media offers a rich data source to study online communities and the discussions evolving around games. Towards this end, we explore a large-scale dataset consisting of over 1 million tweets related to the online multiplayer shooter Destiny and spanning a time period of about 14 months using unsupervised clustering and topic modelling. Furthermore, we correlate Twitter activity of over 3,000 players with their playtime. Our results contribute to the understanding of online player communities by identifying distinct player groups with respect to their Twitter characteristics, describing subgroups within the Destiny community, and uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201

    Theory of Robot Communication: II. Befriending a Robot over Time

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    In building on theories of Computer-Mediated Communication (CMC), Human-Robot Interaction, and Media Psychology (i.e. Theory of Affective Bonding), the current paper proposes an explanation of how over time, people experience the mediated or simulated aspects of the interaction with a social robot. In two simultaneously running loops, a more reflective process is balanced with a more affective process. If human interference is detected behind the machine, Robot-Mediated Communication commences, which basically follows CMC assumptions; if human interference remains undetected, Human-Robot Communication comes into play, holding the robot for an autonomous social actor. The more emotionally aroused a robot user is, the more likely they develop an affective relationship with what actually is a machine. The main contribution of this paper is an integration of Computer-Mediated Communication, Human-Robot Communication, and Media Psychology, outlining a full-blown theory of robot communication connected to friendship formation, accounting for communicative features, modes of processing, as well as psychophysiology.Comment: Hoorn, J. F. (2018). Theory of robot communication: II. Befriending a robot over time. arXiv:cs, 2502572(v1), 1-2

    Reservoir hill and audiences for online interactive drama

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    This paper analyses the interactive experiences constructed for users of the New Zealand online interactive drama Reservoir Hill (2009, 2010), focusing both on the nature and levels of engagement which the series provided to users and the difficulties of audience research into this kind of media content. The series itself provided tightly prescribed forms of interactivity across multiple platforms, allowing forms of engagement that were greatly appreciated by its audience overall but actively explored only by a small proportion of users. The responses from members of the Reservoir Hill audience suggests that online users themselves are still learning the nature of, and constraints on, their engagements with various forms of online interactive media. This paper also engages with issue of how interactivity itself is defined, the difficulties of both connecting with audience members and securing timely access to online data, and the challenges of undertaking collaborative research with media producers in order to gain access to user data

    Web 2.0 technologies for learning: the current landscape – opportunities, challenges and tensions

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    This is the first report from research commissioned by Becta into Web 2.0 technologies for learning at Key Stages 3 and 4. This report describes findings from an additional literature review of the then current landscape concerning learner use of Web 2.0 technologies and the implications for teachers, schools, local authorities and policy makers

    The Usage of Personal Data as Content in Integrated Marketing Communications

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    Personal user data has proven extremely valuable for firms in the digital age. The wealth of data available to firms has provided unprecedented access into the world of the consumer. Companies hoping to capitalize on their user's data have turned to several interesting outlets. This research addresses the repurposing of user data as content in marketing. By analyzing four cases of data presented as marketing communications across two companies, this research provides new insights into the public release of private user data for marketing purposes. Four cases of personal data used in marketing communications were chosen specifically for their time proximity, characteristics of the sending firms, and their disparate outcomes. These instances of marketing communications, two by Spotify and two by Netflix, were released during November and December of 2017 and each resulted in a diverse range of public opinion. An analysis of these cases was conducted using the comprehensive framework of integrated marketing communications (Tafesse & Kitchen, 2017). There is a significant difference in the perceptual outcomes of integrated marketing communication campaigns which display user data as content. This analysis provides insights into the characteristics of marketing communications and how their outcomes fit into broader marketing strategies. These case studies provide opportunities for marketers to improve their campaigns in line with their desired audience outcome. Patterns of scope, strategy, mode, and outcome do not suggest success or failure in the context of marketing communications, but rather a set of insights marketers should keep in mind when pursuing communication strategies which harness personal user data.No embargoAcademic Major: Marketin

    Asymmetry in Online Social Networks

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    Varying degrees of symmetry can exist in a social network's connections. Some early online social networks (OSNs) were predicated on symmetrical connections, such as Facebook 'friendships' where both actors in a 'friendship' have an equal and reciprocal connection. Newer platforms -- Twitter, Instagram, and Facebook's 'Pages' inclusive -- are counterexamples of this, where 'following' another actor (friend, celebrity, business) does not guarantee a reciprocal exchange from the other. This paper argues that the basic asymmetric connections in an OSN leads to emergent asymmetrical behaviour in the OSN's overall influence and connectivity, amongst others. This paper will then draw on empirical examples from popular sites (and prior network research) to illustrate how asymmetric connections can render individuals 'voiceless'. The crux of this paper is an argument from the existentialist viewpoint on how the above asymmetric network properties lead to Sartrean bad faith (Sartre, 1943). Instead of genuine interpersonal connection, one finds varying degrees of pressure to assume the Sartrean 'in-itself' (the en soi) mode-of-being, irregardless of the magnitude of 'followers' one has. Finally, this paper poses an open question: what other philosophical issues does this inherent asymmetry in modern social networking give rise to

    Mediation and resistance

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