681 research outputs found

    Position paper future networks

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    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    Collaborative virtual 3D environment for internet-accessible physics experiments

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    Immersive 3D worlds have increasingly raised the interest of researchers and practitioners for various learning and training settings over the last decade. These virtual worlds can provide multiple communication channels between users and improve presence and awareness in the learning process. Consequently virtual 3D environments facilitate collaborative learning and training scenarios. In this paper we focus on the integration of internet accessible physics experiments (iLabs) combined with the TEALsim 3D simulation toolkit in Project Wonderland, Sun's toolkit for creating collaborative 3D virtual worlds. Within such a collaborative environment these tools provide the opportunity for teachers and students to work together as avatars as they control actual equipment, visualize physical phenomenon generated by the experiment, and discuss the results. In particular we will outline the steps of integration, future goals, as well as the value of a collaboration space in Wonderland's virtual world

    Emerging technologies for learning report (volume 3)

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    3D virtual worlds as environments for literacy learning

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    Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems - or even what such a transformation might look like in the classroom. 3D virtual worlds offer a range of opportunities for children to use digital literacies in school, and suggest one way in which we might explore changing literacy practices in a playful, yet meaningful context. Purpose: This paper identifies some of the key issues that emerged in designing and implementing virtual world work in a small number of primary schools in the UK. It examines the tensions between different discourses about literacy and literacy learning and shows how these were played out by teachers and pupils in classroom settings.Sources of evidence: Case study data are used as a basis for exploring and illustrating key aspects of design and implementation. The case study material includes views from a number of perspectives including classroom observations, chatlogs, in-world avatar interviews with teachers and also pupils, as well as the author’s field notes of the planning process with accompanying minutes and meeting documents.Main argument: From a Foucauldian perspective, the article suggests that social control of pedagogical practice through the regulation of curriculum time, the normalisation of teaching routines and the regimes of individual assessment restricts teachers’ and pupils’ conceptions of what constitutes literacy. The counternarrative, found in recent work in new litearcies (Lankshear & Knobel, 2006) provides an attractive alternative, but a movement in this direction requires a fundamental shift of emphasis and a re-conceptualisation of what counts as learning.Conclusions: This work on 3D virtual worlds questions the notion of how transformative practice can be achieved with the use of new technologies. It suggests that changes in teacher preparation, continuing professional development as well as wider educational reform may be needed

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    Development of a rapid co-prototyping environment for industrial services

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    Service-oriented industrial companies need to manage the complexity of developing new services (NSD) besides products. Prototyping offers a way to increase the success of NSD. There are service prototyping environments, but they fall short in effectiveness. CoProtolab concept was developed for effective, comprehensive, immersive and collaborative prototyping of industrial services in a physical and virtual environments. The research follows an axiomatic design theory and results in a theoretical model for studying and developing virtual, physical and social service prototyping environments.fi=vertaisarvioitu|en=peerReviewed
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