53,854 research outputs found

    Group-centered framework towards a positive design of digital collaboration in global settings

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    Globally distributed groups require collaborative systems to support their work. Besides being able to support the teamwork, these systems also should promote well-being and maximize the human potential that leads to an engaging system and joyful experience. Designing such system is a significant challenge and requires a thorough understanding of group work. We used the field theory as a lens to view the essential aspects of group motivation and then utilized collaboration personas to analyze the elements of group work. We integrated well-being determinants as engagement factors to develop a group-centered framework for digital collaboration in a global setting. Based on the outcomes, we proposed a conceptual framework to design an engaging collaborative system and recommend system values that can be used to evaluate the system furtherComment: 6 Pages, 3 Figures, Positive computing, International Conference on Industrial Enterprise and System Engineerin

    Gen X and Digital Games: Looking back to look forward

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    Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a temporal perspective reveals another story. Older members of this generation were the first age cohort to be exposed to and engage in video gameplay at an early age (i.e., childhood). With the emerging popularity of video games in the 1980s, this did not escape the attention of scholars. This study provides an overview of those early studies that assessed video game use and its potential (for better or worse) among the older members Gen X. The study themes identified include: health, education, and behavior. In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade. By identifying themes in these early studies, scholars have the potential to track an entire generation’s gaming history and characteristics from childhood to present day. Ultimately, this may glean richer insight into those qualities when they become the next older generation of digital game players

    Both Facts and Feelings: Emotion and News Literacy

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    News literacy education has long focused on the significance of facts, sourcing, and verifiability. While these are critical aspects of news, rapidly developing emotion analytics technologies intended to respond to and even alter digital news audiences’ emotions also demand that we pay greater attention to the role of emotion in news consumption. This essay explores the role of emotion in the “fake news” phenomenon and the implementation of emotion analytics tools in news distribution. I examine the function of emotion in news consumption and the status of emotion within existing news literacy training programs. Finally, I offer suggestions for addressing emotional responses to news with students, including both mindfulness techniques and psychological research on thinking processes

    Cognitive and affective perspectives on immersive technology in education

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    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    Integrating Computer Technology in Early Childhood Education Environments: Issues Raised by Early Childhood Educators

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    The purpose of this study was to assess the educators’ perspectives on the introduction of computer technology in the early childhood education environment. Fifty early childhood educators completed a survey and participated in focus groups. Parallels existed between the individually completed survey data and the focus group discussions. The qualitative data provided a richer understanding of the issues faced by these educators. Thematic analyses of the focus group discussions revealed that many of the educators’ concerns involved the effect of technology on the educators themselves, with secondary emphasis on how computers affected the students and parents. Although educators generally supported the integration of computers, they also identified critical concerns and limitations. L’objectif de cette Ă©tude Ă©tait d’évaluer les points de vue des Ă©ducateurs relatifs Ă  l’introduction de la technologie informatique dans un milieu d’éducation des jeunes enfants. Cinquante Ă©ducateurs de la petite enfance ont complĂ©tĂ© une enquĂȘte et ont participĂ© aux sessions de groupes de discussion. La recherche a trouvĂ© des correspondances entre les donnĂ©es des enquĂȘtes individuelles et les discussions de groupe. Les donnĂ©es qualitatives ont permis une meilleure connaissance des enjeux auxquels sont confrontĂ©s ces Ă©ducateurs. Des analyses thĂ©matiques des discussions de groupe ont rĂ©vĂ©lĂ© que plusieurs des prĂ©occupations des Ă©ducateurs portaient sur l’effet de la technologie sur les Ă©ducateurs eux-mĂȘmes et, en deuxiĂšme lieu, sur l’influence des ordinateurs sur les Ă©lĂšves et les parents. Tout en indiquant qu’ils appuyaient globalement l’intĂ©gration des ordinateurs, les Ă©ducateurs ont Ă©galement identifiĂ© des prĂ©occupations et des limites importantes
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