39,605 research outputs found
Supporting and Enabling Scholarship: Developing and Sharing Expertise in Online Learning and Teaching
In a highly competitive, rapidly changing higher education market, universities need to be able to generate pedagogical expertise quickly and ensure that it is applied to practice. Since teaching approaches are constantly evolving, partly responding to emerging learning technologies, there is a need to foster ways to keep abreast on an ongoing basis. This paper explores how a small-scale project, the Teaching Online Panel (TOP), used scholarship investigations and a bottom-up approach to enhance one particular aspect of academic practice – online learning and teaching. The experiences of TOP are useful for identifying:
- how a scholarship approach can help develop academic expertise
- its contribution to enhancing understanding of staff’s different roles in the University
- ways of developing the necessary supportive network for those undertaking such scholarship
- the effectiveness of staff development which is peer-led rather than imposed from above
- how practical examples can stimulate practice development
- the relevance of literature on communities of practice and landscapes of practice for scholarship
- the important role of ‘brokers’ to facilitate the dissemination of scholarship findings
- the benefits to the brokers’ own professional roles
- the challenges of sustaining such an approach and lessons learnt.
This study has relevance for those involved in supporting scholarship or delivering staff development in Higher Education
The persistence of media control under consolidated authoritarianism: containing Kazakhstan’s digital media
Citizens of Kazakhstan have greater access to the Internet now than at any time in the past. However, the Nazarbaev regime has systematically cut off the supply of political analysis on the country's web sites while simultaneously shifting popular on-line consumption habits in non-political directions. The result is that the presence of the Internet in Kazakhstan is helping the authoritarian regime remain in power
Tailoring persuasive health games to gamer type
Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior
How Can Organizations Integrate and Connect Learning with Work?
[Excerpt] Over the last few decades, workforce management has evolved to become complex and dynamic due to an increasingly competitive business landscape, the digital revolution and the mix of employees that now includes a multigenerational workforce. Work roles are expected to keep evolving requiring employees to keep up with new knowledge and upskill to remain employable; and as this happens, the ways of learning change as well. Research has also shown that companies that invest in the development of their employees are 2.4 times more likely to hit their performance targets, hence, organizations need to be proactive about adopting effective strategies that will enable them to manage the development of their employees in a way that supports the business priorities
Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games
Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in
the domestic setting. PowerAgent is connected to the household’s automatic electricity meter reading equipment via the cell network, and this setup makes it
possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game
Collaboration or competition: The impact of incentive types on urban cycling
Bicycling is an important mode of transport for cities and many cities are interested in promoting its uptake by a larger portion of the population. Several cycling mobile applications primarily rely on competition as a motivation strategy for urban cyclists. Yet, collaboration may be equally useful to motivate and engage cyclists. The present research reports on an experiment comparing the impact of collaboration-based and competition-based rewards on users’ enjoyment, satisfaction, engagement with, and intention to cycle. It involved a total of 57 participants in three European cities: Münster (Germany), Castelló (Spain), and Valletta (Malta). Our results show participants from the study reporting higher enjoyment and engagement with cycling in the collaboration condition. However, we did not find a significant impact on the participants’ worldview when it comes to the intentions to start or increase cycling behavior. The results support the use of collaboration-based rewards in the design of game-based applications to promote urban cycling
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We are the Change that we Seek: Information Interactions During a Change of Viewpoint
There has been considerable hype about filter bubbles and echo chambers influencing the views of information consumers. The fear is that these technologies are undermining democracy by swaying opinion and creating an uninformed, polarised populace. The literature in this space is mostly techno-centric, addressing the impact of technology. In contrast, our work is the first research in the information interaction field to examine changing viewpoints from a human-centric perspective. It provides a new understanding of view change and how we might support informed, autonomous view change behaviour. We interviewed 18 participants about a self-identified change of view, and the information touchpoints they engaged with along the way. In this paper we present the information types and sources that informed changes of viewpoint, and the ways in which our participants interacted with that information. We describe our findings in the context of the techno-centric literature and suggest principles for designing digital information environments that support user autonomy and reflection in viewpoint formation
Being in Common: In Celebration of Ronald W. Greene\u27s Woolbert Award
Dr. Kristin Swenson\u27s contribution to Communication and Critical/Cultural Studies, Volume 12, Issue 4, 2015
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Introduction: Creating new worlds out of old texts
Despite initial expectations that globalization would eradicate the need for geographical space and distance, "maps matter" today in ways that were unimaginable a mere two decades ago. Technological advances have brought to the fore an entirely new set of methods for representing and interacting with spatial formations, while the ever-increasing mobility of ideas, capital, and people has created a world in which urban and regional inequalities are being heightened at an accelerating pace. As a result, the ability of any given place to reap the benefits of global socio-technical flows mainly hinges on the forging of connections that can transcend the limits of its material location. In contrast to the traditional "topographic" perspective, the territorial extent of economic and political realms is being increasingly conceived through a "topological" lens: as a set of overlapping reticulations in which the nature and frequency of links among different sites matter more than the physical distances between them.
At the same time, a parallel stream of innovation has revolutionized the understanding of space in disciplines such as history, archaeology, classics, and linguistics. Much of this work has been concentrated in the burgeoning field of the "digital humanities", which has been persistently breaking new ground in the conceptualization of past and present places. When seen in the context of globalization-induced dynamics, such developments emphasize the need for developing cartographic approaches that can bring out the inherently networked structure of social space via a lens that is both theoretically integrative and heuristically sharp.
We have decided to respond to these analytical and methodological challenges by focusing on ancient Greek literature: a corpus of work that has often been characterized as being free of the constraints imposed by post-Enlightenment cartography, despite setting the foundations of many contemporary map-making methods. In the 12 chapters that follow, we highlight the rich array of representational devices employed by authors from this era, whose narrative depictions of spatial relations defy the logic of images and surfaces that dominates contemporary cartographic thought. There is a particular focus on Herodotus' Histories - a text that is increasingly taken up by classicists as the example of how ancient perceptions of space may have been rather different to the cartographic view that we tend to assume. But this volume also considers the spatial imaginary through the lens of other authors (e.g. Aristotle), genres (e.g. hymns), cultural contexts (e.g. Babylon), and disciplines (e.g. archaeology), with a view to stimulating a broad-based discussion among readers and critics of Herodotus and ancient Greek literature and culture more generally.
In fact, many of the disciplinary and conceptual perspectives explored here are at their inception, and have a more general relevance for the wider community of humanities and social science researchers interested in novel mapping techniques. The resulting juxtaposition of more "traditional", philological discussions of space with chapters dedicated to the exploration of new technologies may jar or appear uneven, especially since we have not set out to privilege one method over another. But it is through viewing these different approaches in the round and reading them alongside each other that, we maintain, we can best disrupt customary ways of thinking (and writing) about space and catch a glimpse of new possibilities
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