36,911 research outputs found
Fostering the reduction of assortative mixing or homophily into the class
Human societies from the outset have been associated according to race, beliefs, religion, social level, and the like. These behaviors continue even today in the classroom at primary, middle, and superior levels. However, the growth of ICT offers educational researchers new ways to explore methods of team formation that have been proven to be efficient in the field of serious games through the use of computer networks. The selection process of team members in serious games through the use of computer networks is carried out according to their performance in the area of the game without distinction of social variables.
The use of serious games in education has been discussed in multiple research studies which state that its application in teaching and learning processes are changing the way of teaching. This article presents an exploratory analysis of the team formation process based on collaboration through the use of ICT tools of collective intelligence called TBT (The best team). The process and its ICT tool combine the paradigms of creativity in swarming, collective intelligence, serious games, and social computing in order to capture the participants’ emotions and evaluate contributions.
Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, TBT is a tool that could become an effective way to encourage the formation of work groups by evaluating objective variable of performance of its members in collaborative works.Postprint (published version
Human Computation and Convergence
Humans are the most effective integrators and producers of information,
directly and through the use of information-processing inventions. As these
inventions become increasingly sophisticated, the substantive role of humans in
processing information will tend toward capabilities that derive from our most
complex cognitive processes, e.g., abstraction, creativity, and applied world
knowledge. Through the advancement of human computation - methods that leverage
the respective strengths of humans and machines in distributed
information-processing systems - formerly discrete processes will combine
synergistically into increasingly integrated and complex information processing
systems. These new, collective systems will exhibit an unprecedented degree of
predictive accuracy in modeling physical and techno-social processes, and may
ultimately coalesce into a single unified predictive organism, with the
capacity to address societies most wicked problems and achieve planetary
homeostasis.Comment: Pre-publication draft of chapter. 24 pages, 3 figures; added
references to page 1 and 3, and corrected typ
Measuring the collective intelligence education index
War games and sports games always seek glory and excellence in an environment where participants enjoy what they do. Success is guaranteed in the degree of effective collaboration and coordination within the team members, as well as the strategy used by teams, such games or war strategies are generated since the birth of humanity. In this sense, the following questions emerge in the field of education: Is it possible to design learning activities that use this principle applied to collaborative work in the classroom? Which are the conditions of application of team competition strategy using ICT tools and how to measure it?
This research explores the application of a web tool called Choose the Best (CTB). CTB implements a strategy that fosters competitiveness among the teams of a class, as well as the coordination and collaboration within the same, these types of strategies contribute to the development of Collective Intelligence levels. It's measured through a group of implemented metrics.
Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, CTB is a tool that could become an effective way to measuring the group's performance according to Collective Intelligence paradigms.Postprint (author's final draft
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Ritual performances and collective intelligence: theoretical frameworks for analyising activity patterns in Cloudworks
This paper provides an overview of emerging activity patterns on Cloudworks, a specialised site for sharing and debating ideas as well as resources on teaching, learning and scholarship in education. It provides an overview of activities such as 'flash debates', 'blended workshops' and 'open reviews' and seeks to situate dialogic interchanges and structures of involvement within the following theoretical frameworks: a) Goffman's notions of 'face-work' and 'ritual performance�; and b) and secondly, notions of collective intelligence. The paper argues that these perspectives can offer a unique contribution to the study and analysis of sociality (Bouman et al, 2007) bounded in the context of technologically mediated networked learning, with wider implications for understanding matters of participation, self-representation, reflection and expansion in education
Clustered marginalization of minorities during social transitions induced by co-evolution of behaviour and network structure
Large-scale transitions in societies are associated with both individual
behavioural change and restructuring of the social network. These two factors
have often been considered independently, yet recent advances in social network
research challenge this view. Here we show that common features of societal
marginalization and clustering emerge naturally during transitions in a
co-evolutionary adaptive network model. This is achieved by explicitly
considering the interplay between individual interaction and a dynamic network
structure in behavioural selection. We exemplify this mechanism by simulating
how smoking behaviour and the network structure get reconfigured by changing
social norms. Our results are consistent with empirical findings: The
prevalence of smoking was reduced, remaining smokers were preferentially
connected among each other and formed increasingly marginalised clusters. We
propose that self-amplifying feedbacks between individual behaviour and dynamic
restructuring of the network are main drivers of the transition. This
generative mechanism for co-evolution of individual behaviour and social
network structure may apply to a wide range of examples beyond smoking.Comment: 16 pages, 5 figure
Model of human collective decision-making in complex environments
A continuous-time Markov process is proposed to analyze how a group of humans
solves a complex task, consisting in the search of the optimal set of decisions
on a fitness landscape. Individuals change their opinions driven by two
different forces: (i) the self-interest, which pushes them to increase their
own fitness values, and (ii) the social interactions, which push individuals to
reduce the diversity of their opinions in order to reach consensus. Results
show that the performance of the group is strongly affected by the strength of
social interactions and by the level of knowledge of the individuals.
Increasing the strength of social interactions improves the performance of the
team. However, too strong social interactions slow down the search of the
optimal solution and worsen the performance of the group. In particular, we
find that the threshold value of the social interaction strength, which leads
to the emergence of a superior intelligence of the group, is just the critical
threshold at which the consensus among the members sets in. We also prove that
a moderate level of knowledge is already enough to guarantee high performance
of the group in making decisions.Comment: 12 pages, 8 figues in European Physical Journal B, 201
From Social Simulation to Integrative System Design
As the recent financial crisis showed, today there is a strong need to gain
"ecological perspective" of all relevant interactions in
socio-economic-techno-environmental systems. For this, we suggested to set-up a
network of Centers for integrative systems design, which shall be able to run
all potentially relevant scenarios, identify causality chains, explore feedback
and cascading effects for a number of model variants, and determine the
reliability of their implications (given the validity of the underlying
models). They will be able to detect possible negative side effect of policy
decisions, before they occur. The Centers belonging to this network of
Integrative Systems Design Centers would be focused on a particular field, but
they would be part of an attempt to eventually cover all relevant areas of
society and economy and integrate them within a "Living Earth Simulator". The
results of all research activities of such Centers would be turned into
informative input for political Decision Arenas. For example, Crisis
Observatories (for financial instabilities, shortages of resources,
environmental change, conflict, spreading of diseases, etc.) would be connected
with such Decision Arenas for the purpose of visualization, in order to make
complex interdependencies understandable to scientists, decision-makers, and
the general public.Comment: 34 pages, Visioneer White Paper, see http://www.visioneer.ethz.c
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