34,435 research outputs found

    Computer-mediated knowledge communication

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    New communication technologies enable an array of new working and learning scenarios in which knowledge is being communicated. This article deals with the question to what extent these technologies can impede or facilitate knowledge communication. First, the various computer-based communication technologies will be classified. Second, effects of the medium on knowledge communication will be discussed based on results of studies of the current special priority program "Net-based Knowledge Communication in Groups". Third and last, computer-based possibilities to facilitate computer-mediated knowledge communication will be reviewNeue Kommunikationstechnologien ermöglichen eine Reihe neuer Arbeits- und Lernszenarien in denen Wissen kommuniziert wird. Dieser Beitrag beschÀftigt sich damit, inwiefern diese Technologien Wissenskommunikation einschrÀnken oder fördern können. Dazu werden in einem ersten Schritt die verschiedenen computerbasierten Kommunikationstechnologien untergliedert. In einem zweiten Schritt werden Wirkungen des Mediums auf die Wissenskommunikation diskutiert. Dazu werden u. a. die Ergebnisse von Studien des aktuellen Forschungsschwerpunkts "Netzbasierte Wissenskommunikation in Gruppen" berichtet. In einem dritten und letzten Schritt werden computerbasierte Möglichkeiten zusammengefasst, computervermittelte Wissenskommunikation zu förd

    Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningIn this chapter, I use anecdotes and case studies from both work and personal experience to make an argument for treating games as a form of youth media and explore what this means for after-school youth programs. I talk about my son. I talk about a hotdog stand. I talk about two after school programs in which youth make or use games to engage with serious global issues. I explore the creation of Ayiti, a game about poverty in rural Haiti, and what it meant four youth of color to take part in its creation. I explore a teen program in the virtual world of Teen Second Life that created a maze to educate their peers about child sex trafficking. I discuss James Paul Gee's Situated Learning Matrix, the digital literacy theories of Henry Jenkins and the perspectives of other key thinkers in this volume and in the field to explore their implications for media literacy and youth development programs. The chapter concludes by talking about 21st Century Skills as a context for situating games-based learning and references Carol Channing's voice as a source of hope

    An Exploratory Study of Factors affecting MBA Students Attitude towards Learning via Case Study Pedagogy: Insights from Advertising Literature

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    Case based pedagogy has become popular in most business schools today, since the pioneering efforts made by Harvard Business School, several decades ago. Although the case method approach stands firmly on grounds its effectiveness in ‘simulating reality of the business world’ in the classroom, yet it has its own limitations and cannot be used in all learning situations This article delves into both sides of the debate on the efficacy of case method for learning and through an exploratory study, models the attitude of MBA students towards the perceived learning aspects of the pedagogy. The premise of our beliefs-only attitude model rests on the conceptual analogy between a case study and an advertisement message as two similar forms of communication technology. Drawing heavily from the insights available in the advertising literature, the article suggests several hypotheses for future empirical validation.

    Common principles in managing digital libraries and managing VLEs

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    This paper illustrate how there are common ways of managing both digital libraries and VLEs (virtual learning environments), based on the concept-in-common of a devolved or centralised approach to their implementation and a devolved or centralised long-term management structure for their service development

    Battle of the Blockbusters: Joss Whedon as Public Pedagogue

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    This article discusses the concept of public pedagogy and the reasons for considering it relevant to the work of the writer/ director/ producer Joss Whedon, creator of numberous TV programmes, such as Buffy the Vampire Slayer, Angel and Firefly, and Films Serenity, Marvel's The Avengers and The Age of Ultron. It analyzes Marvel’s The Avengers (Whedon, 2012) and Christopher Nolan’s (2012b) The Dark Knight Rises as competing public pedagogies.It suggests that popular films can be seen as important educational projects; filmmakers have tremendous resources at their disposal and their creations have a global reach that cannot be matched by individual teachers or national education systems. Whedon can be seen as a radical educator; he enables his audiences to experience ways of looking at the world that challenge aspects of neo-liberal hegemony, and also encourages them to become critical thinkers who have to reflect on their own feelings and perspectives and resist simplistic perspectives on morality and the difficult political choices facing global society

    Our digital children

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    The power relationship between adults and children in the West is shifting. Factors of age and life experience are becoming counterbalanced by children’s affinity for burgeoning developments in digital technology, where skills developed in online gaming and social media provide a strong foundation for knowledge economy occupations. The implications for parenting, schooling and society are immense. This paper summarises the current debate on issues around children’s use of digital devices and social media. It argues that for many parents a lack of familiarity and understanding creates anxieties and impairs them from helping their children realise the opportunities for social, moral and economic development afforded by the new technologies. Schools have a leading role to play but are hampered by teachers’ technical skills and confidence to innovate. The paper concludes with recommendations for a proactive approach to yield benefits for both children and adults
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