1,167 research outputs found

    Exploring The Impact Of Configuration And Mode Of Input On Group Dynamics In Computing

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    Objectives: Large displays and new technologies for interacting with computers offer a rich area for the development of new tools to facilitate collaborative concept mapping activities. In this thesis, WiiConcept is described as a tool designed to allow the use of multiple WiiRemotes for the collaborative creation of concept maps, with and without gestures. Subsequent investigation of participants' use of the system considers the effect of single and multiple input streams when using the software with and without gestures and the impact upon group concept mapping process outcomes and interactions when using a large display. Methods: Data is presented from an exploratory study of twenty two students who have used the tool. Half of the pairs used two WiiRemotes, while the remainder used one WiiRemote. All pairs created one map without gestures and one map with gestures. Data about their maps, interactions and responses to the tool were collected. Results: Analysis of coded transcripts indicates that one-controller afforded higher levels of interaction, with the use of gestures also increasing the number of interactions seen. Additionally, the result indicated that there were significantly more interactions of the 'shows solidarity', 'gives orientation', and 'gives opinion' categories (defined by the Bales' interaction processes assessment), when using one-controller as opposed to two. Furthermore, there were more interactions for the 'shows solidarity', 'tension release', 'gives orientation' and 'shows tension' categories when using gestures as opposed to the non-use of gestures. Additionally, there were no significant differences in the perceived dominance of individuals, as measured on the social dominance scales, for the amount of interaction displayed, however, there was a significant main effect of group conversational control score on the 'gives orientation' construct, with a higher number of interactions for low, mixed and high scores of this type when dyads had one-controller as opposed to two-controllers. There was also a significant interaction effect of group conversational control score on the 'shows solidarity' construct with a higher number of interactions for all scores of this type when dyads had one-controller as opposed to two-controllers. The results also indicate that for the WiiConcept there was no difference between number of controllers in the detail in the maps, and that all users found the tool to be useful for the collaborative creation of concept maps. At the same time, engaging in disagreement was related to the amount of nodes created with disagreement leading to more nodes being created. Conclusions: Use of one-controller afforded higher levels of interaction, with gestures also increasing the number of interactions seen. If a particular type of interaction is associated with more nodes, there might also be some argument for only using one-controller with gestures enabled to promote cognitive conflict within groups. All participants responded that the tool was relatively easy to use and engaging, which suggests that this tool could be integrated into collaborative concept mapping activities, allowing for greater collaborative knowledge building and sharing of knowledge, due to the increased levels of interaction for one-controller. As research has shown concept mapping can be useful for promoting the understanding of complex ideas, therefore the adoption of the WiiConcept tool as part of a small group learning activity may lead to deeper levels of understanding. Additionally, the use of gestures suggests that this mode of input does not affect the amount of words, nodes, and edges created in a concept map. Further research, over a longer period of time, may see improvement with this form of interaction, with increased mastery of gestural movement leading to greater detail of conceptual mapping

    Analysing, visualising and supporting collaborative learning using interactive tabletops

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    The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups

    Designing Digital Work

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    Combining theory, methodology and tools, this open access book illustrates how to guide innovation in today’s digitized business environment. Highlighting the importance of human knowledge and experience in implementing business processes, the authors take a conceptual perspective to explore the challenges and issues currently facing organizations. Subsequent chapters put these concepts into practice, discussing instruments that can be used to support the articulation and alignment of knowledge within work processes. A timely and comprehensive set of tools and case studies, this book is essential reading for those researching innovation and digitization, organization and business strategy

    Designing tabletop applications for collaboration in non-collaborative learning tasks in the classroom : learning persuasive writing

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    PhD ThesisLearning in a face to face collaborative setting can have many benefits, such as leveraging differing peer proficiency to obtain an outcome not reachable by the individuals involved. Including expertise provided by teachers decreases this gap between potential and current ability, while also providing opportunity for the expert to impart timely and appropriate assistance to the learners. In the fields of Human Computer Interaction and Educational Technology, digital tabletops have come to the fore as a medium for facilitating small groups of collaborative learners, and suitable applications can provide at least some of the support that the teacher’s expertise would in the learning process. Previously, most explorations in this area have concentrated on learning tasks that are already collaborative in nature, and have focused on single group deployments, and usually in controlled settings such as a research lab. This thesis focuses on two main aims: (i) investigating the design of such applications, and how learning tasks not normally considered collaborative, such as Persuasive Extended Writing, might be adapted to a digital tabletop mediated collaborative learning task; and (ii), how to expand this application from a single group to a classroom scenario, and overcoming all the challenges that an “in the wild” deployment of this kind might entail. A review of previous literature on collaborative learning and collaborative learning technology inform a learner centred design process of an application for the collaborative learning of Persuasive Extended Writing. This design process was conducted with three groups of three learners aged 13 – 15 in the lab. Based on this investigation of the literature around collaborative learning, there is a potential learning impact from allowing collaboration in a usually non-collaborative learning setting. The application incorporates factors designed to elicit collaborative behaviours, such as visuospatial representations and decision points. The work then sets about identifying and evaluating these collaborative behaviours, with a view that they are potentially in line with this ultimate learning goal. iii The Collocated Collaborative Writing application (CCW) is deployed and evaluated in an “in the wild” classroom setting. This involved two studies in real classrooms in schools, with eight digital tabletops allowing for a class-wide deployment. In the first study, participants were students of mixed ability, year 8 (aged 13-14), studying English, Geography and History. In the second study, participants were mixed ability year 8 students (aged 13-14) studying English. Studies were facilitated by teachers who had created the material for the studies based on their current teaching and curriculum. The process identified the issues and challenges involved in this kind of “in the wild” deployment. The lessons learned from this process about the differing expectations of the stakeholders involved in the first study informed the second deployment. A combination of addressing the issues directly, forming a more equal partnership with the school and teacher, and differences in culture between the schools lead to a study in which the collaborative writing application is evaluated. There are two main contributions of this work. Firstly, a set of design guidelines derived from lessons learned during the design process. Their intention is to assist in the process of making a normally non-collaborative learning task into a collaborative one, by exploiting affordances of the technology. The second contribution comes from lessons learned from two “in the wild” classroom studies. It outlines a deeper understanding of how this kind of application can be extended to the classroom by gaining insight into expectations of the parties involved, understanding the culture of the school and making the process a partnership rather than an imposition. The work also evaluated the Collaborative Writing Application in terms of the type and quality of the collaborative behaviours of the participants, and how they changed over time, as well as the adoption of the technology by the teacher, eventually being seen as a tool for their own agenda rather than an external element in the classroom

    A framework to maximise the communicative power of knowledge visualisations

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    Knowledge visualisation, in the field of information systems, is both a process and a product, informed by the closely aligned fields of information visualisation and knowledg management. Knowledge visualisation has untapped potential within the purview of knowledge communication. Even so, knowledge visualisations are infrequently deployed due to a lack of evidence-based guidance. To improve this situation, we carried out a systematic literature review to derive a number of “lenses” that can be used to reveal the essential perspectives to feed into the visualisation production process.We propose a conceptual framework which incorporates these lenses to guide producers of knowledge visualisations. This framework uses the different lenses to reveal critical perspectives that need to be considered during the design process. We conclude by demonstrating how this framework could be used to produce an effective knowledge visualisation

    Serious Games in Co-creative Facilitation

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    Serious Games have become popular in recent years and are being used in an increasing range of contexts, including education, business, design, corporate training, healthcare, the military, management, public services, and others. A Serious Game is defined as any game that is used for purposes other than entertainment, i.e. for a serious purpose (hence the terminology). This book describes the motivation, design, and development of Serious Games for use in face-to-face, low-resource contexts. Based on experiences from various field sites, it is shown how and why the games work in order to facilitate co-creative processes with groups of participants. The effects on group communication and on creating a non-threatening, egalitarian environment are discussed. While originally designed for cross-sectoral work with deaf communities in India, the games have also been transferred to other contexts. Several case studies demonstrate how games can be embedded in complex sequences of activities, and the book ends with future perspectives on the development of Serious Games. The book includes an appendix with detailed instructions for all games, which practitioners will find useful

    Investigation and development of a tangible technology framework for highly complex and abstract concepts

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    The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits. Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science. In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (μ = 25.8%) and student satisfaction (μ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations

    Designing for Shareable Interfaces in the Wild

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    Despite excitement about the potential of interactive tabletops to support collaborative work, there have been few empirical demonstrations of their effectiveness (Marshall et al., 2011). In particular, while lab-based studies have explored the effects of individual design features, there has been a dearth of studies evaluating the success of systems in the wild. For this technology to be of value, designers and systems builders require a better understanding of how to develop and evaluate tabletop applications to be deployed in real world settings. This dissertation reports on two systems designed through a process that incorporated ethnography-style observations, iterative design and in the wild evaluation. The first study focused on collaborative learning in a medical setting. To address the fact that visitors to a hospital emergency ward were leaving with an incomplete understanding of their diagnosis and treatment, a system was prototyped in a working Emergency Room (ER) with doctors and patients. The system was found to be helpful but adoption issues hampered its impact. The second study focused on a planning application for visitors to a tourist information centre. Issues and opportunities for a successful, contextually-fitted system were addressed and it was found to be effective in supporting group planning activities by novice users, in particular, facilitating users’ first experiences, providing effective signage and offering assistance to guide the user through the application. This dissertation contributes to understanding of multi-user systems through literature review of tabletop systems, collaborative tasks, design frameworks and evaluation of prototypes. Some support was found for the claim that tabletops are a useful technology for collaboration, and several issues were discussed. Contributions to understanding in this field are delivered through design guidelines, heuristics, frameworks, and recommendations, in addition to the two case studies to help guide future tabletop system creators

    A LEARNER INTERACTION STUDY OF DIFFERENT ACHIEVEMENT GROUPS IN MPOCS WITH LEARNING ANALYTICS TECHNIQUES

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    The purpose of this study was to conduct data-driven research by employing learning analytics methodology and Big Data in learning management systems (LMSs), and then to identify and compare learners’ interaction patterns in different achievement groups through different course processes in Massive Private Online Courses (MPOCs). Learner interaction is the foundation of a successful online learning experience. However, the uncertainties about the temporal and sequential patterns of online interaction and the lack of knowledge about using dynamic interaction traces in LMSs have prevented research on ways to improve interactive qualities and learning effectiveness in online learning. Also, most research focuses on the most popular online learning organization form, Massive Open Online Courses (MOOCs), and little online learning research has been conducted to investigate learners’ interaction behaviors in another important online learning organization form: MPOCs. To fill these needs, the study pays attention to investigate the frequent and effective interaction patterns in different achievement groups as well as in different course processes, and attaches importance to LMS trace data (log data) in better serving learners and instructors in online learning. Further, the learning analytics methodology and techniques are introduced here into online interaction research. I assume that learners with different achievements express different interaction characteristics. Therefore, the hypotheses in this study are: 1) the interaction activity patterns of the high-achievement group and the low-achievement group are different; 2) in both groups, interaction activity patterns evolve through different course processes (such as the learning process and the exam process). The final purpose is to find interaction activity patterns that characterize the different achievement groups in specific MPOCs courses. Some learning analytics approaches, including Hidden Markov models (HMMs) and other related measures, are taken into account to identify frequently occurring interaction activity sequence patterns of High/Low achievement groups in the Learning/Exam processes under MPOCs settings. The results demonstrate that High-achievement learners especially focused on content learning, assignments, and quizzes to consolidate their knowledge construction in both Learning and Exam processes, while Low-achievement learners significantly did not perform the same. Further, High-achievement learners adjusted their learning strategies based on the goals of different course processes; Low-achievement learners were inactive in the learning process and opportunistic in the exam process. In addition, despite achievements or course processes, all learners were most interested in checking their performance statements, but they engaged little in forum discussion and group learning. In sum, the comparative analysis implies that certain interaction patterns may distinguish the High-achievement learners from the Low-achievement ones, and learners change their patterns more or less based on different course processes. This study provides an attempt to conduct learner interaction research by employing learning analytics techniques. In the short term, the results will give in-depth knowledge of the dynamic interaction patterns of MPOCs learners. In the long term, the results will help learners to gain insight into and evaluate their learning, help instructors identify at-risk learners and adjust instructional strategies, help developers and administrators to build recommendation systems based on objective and comprehensive information, all of which in turn will help to improve the achievements of all learner groups in specific MPOC courses

    ALT-C 2010 - Conference Introduction and Abstracts

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