39,605 research outputs found

    Supporting and Enabling Scholarship: Developing and Sharing Expertise in Online Learning and Teaching

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    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

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    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

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    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?

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    [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

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    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

    Book review of \u27Civilized Shamans: Buddhism in Tibetan Societies\u27 by Geoffrey Samuel

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    Collaboration or competition: The impact of incentive types on urban cycling

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    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

    Being in Common: In Celebration of Ronald W. Greene\u27s Woolbert Award

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    Dr. Kristin Swenson\u27s contribution to Communication and Critical/Cultural Studies, Volume 12, Issue 4, 2015
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