13,530 research outputs found

    Designing multiplayer games to facilitate emergent social behaviours online

    Get PDF
    This paper discusses an exploratory case study of the design of games that facilitate spontaneous social interaction and group behaviours among distributed individuals, based largely on symbolic presence 'state' changes. We present the principles guiding the design of our game environment: presence as a symbolic phenomenon, the importance of good visualization and the potential for spontaneous self-organization among groups of people. Our game environment, comprising a family of multiplayer 'bumper-car' style games, is described, followed by a discussion of lessons learned from observing users of the environment. Finally, we reconsider and extend our design principles in light of our observations

    Trends for the development of anthropocentric production systems in small less industrialised countries: The case of Portugal

    Get PDF
    This paper analyses the problems and trends of the introduction of anthropocentric production systems (APS) in small less industrialized member states of the European Union, specifically the case of Portugal, based on the report for the FAST-Anthropocentric Technology Assessment Project (Monitor Programme) on “Prospects and conditions for APS in Europe by the 21st century”. Research teams from all countries of the European Community, as well as researchers from USA, Japan and Australia were participating in this project. The aim of this paper is to characterize APS and to present some special considerations related to the socioeconomic factors affecting the prospects and conditions for APS in Portugal. APS is defined as a system based on the utilization of skilled human resources and flexible technology adapted to the needs of flexible and participative organization. Among socioeconomic factors, some critical aspects for the development of APS will be focused, namely technological infrastructure, management strategies, perceived impact of introduction of automated systems on the division of labor and organizational structure, educational and vocational training and social actors strategies towards industrial automation. This analysis is based on a sample of industrial firms, built up for qualitative analysis, and on case studies analysis that can be reference examples for further development of APS, and not just for economic policy purposes alone. We have also analyzed the type of existing industrial relations, the union and employer strategies and some aspects of public policies towards the introduction of new technologies in the order to understand the extent to which there exist obstacles to and favorable conditions for the diffusion of anthropocentric systems. Finally some recommendations are presented to stress the trends for the implementation and development of anthropocentric production systems in Portugal.production systems; Portugal; Technology Assessment; human resources; organization; management strategies; automation;

    Guide of competence and knowledge management

    Get PDF
    The eOSMO project was carried out in North Karelia in 2009-2011. The aim of the project was to develop knowledge management in the involved organisations. As a result of development work, different tools for knowledge management were created, which were compiled as the guide of knowledge management. The guide was drawn up to support knowledge management and leadership as well as development work in different fields and in companies of a different size. The guide at hand introducing a short course to knowledge management is designed for all of you that are interested in developing knowledge management and leadership. The aim of the guide is to help the reader develop knowledge management and leadership in his/her own organisation. With the instructions and examples described in the guide, it is possible to create a model and tools for knowledge management in each organisation. The original guide was in Finnish. This version in English is a summary of the original guide. The translation has been carried out in the Sis Catalyst project funded by the European Commission. The project is administered by Karelia University of Applied Sciences

    Creating a Natural Environment for Synergy of Disciplines

    Get PDF
    The paper presents the authors’ experience in stimulating the synergy of disciplines via active learning methods; the emphasis being on project based learning. Promoting this method is demonstrated in the context of teachers’ training courses and developing a set of IT textbooks. Numerous examples are presented showing that the synergy of various disciplines is quite natural when integrating the study of IT with math & art & fashion design; math & language; history & crafts & math; electrical engineering & math. The project samples developed by teachers are inspired by ideas in textbooks and are accomplished by means of specially designed computer applications. The importance of working on projects tuned to the learner’s interest as a decisive motivation factor is emphasized. In addition authors show that the bouquet of projects becomes more colorful with every new issue of the courses thanks to the learners’ creativity and the collaborative knowledge building

    Student Authored Digital Games as Authentic Learning: Using the \u3cem\u3eCan You Create a Game Challenge\u3c/em\u3e in Elementary Classrooms

    Get PDF
    This embedded single-case study examined an elementary classroom implementation of a digital game authoring challenge aligned with state mandated content standards. Teachers used the game challenge over four 50 minute class periods during a three month period of time. A total of twenty five (n=25) 4th grade students, nine (n=9) 5th grade students and three (n=3) STEM teachers participated in the study. The central research question for this study is: How do elementary teachers use a game challenge specifically aligned with Common Core/Next Generation Science (NGSS) state standards for instruction? Qualitative data, drawn from participating teacher interviews, classroom observations, student project reflections and document analysis of the student-authored digital games, were analyzed using Hatch’s (2002) typological analysis. Findings suggest that, while using a standards-based gaming task within instruction is effective in promoting dimensions of an authentic learning environment for students, more research is needed in the areas of 1) professional development for teachers in game design and computational thinking; 2) the use of a digital game task as an assessment for students with disabilities or who struggle in other content areas; 3) the use of a digital game task for assessment in other content areas; and 4) how the computational thinking skills and the dispositions of teachers affect the flow of knowledge in classrooms using a digital game task
    corecore