16,510 research outputs found

    Towards a generic framework for situated collaborative storytelling

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    How we assimilate stories into our common experiences and shape culture is the field of study known as narrative intelligence. By following these assumptions and investigating theories of conversation and rhetoric, this paper outlines a generic framework for a visual collaborative storytelling system that emphasises participatory narration and shared understanding in a situated context. © 2009 ACM

    Developing digital literacy in construction management education: a design thinking led approach

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    Alongside the digital innovations in AEC (Architectural, Engineering and Construction) practice, are calls for a new type of digital literacy, including a new information-based literacy informed by creativity, critical analysis and the theoretical and practical knowledge of the construction profession. This paper explores the role of design thinking and the promotion of abductive problem situations when developing digital literacies in construction education. The impacts of advanced digital modelling technologies on construction management practices and education are investigated before an examination of design thinking, the role of abductive reasoning and the rise of normative models of design thinking workflows. The paper then explores the role that design thinking can play in the development of new digital literacies in contemporary construction studies. A three-part framework for the implementation of a design thinking approach to construction is presented. The paper closes with a discussion of the importance of models of design thinking for learning and knowledge production, emphasising how construction management education can benefit from them

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Editorial "special issue on educational design research (EDR) in post-secondary learning environments

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    Along with many ASCILITE members, we have grown increasingly concerned that current approaches to educational technology research lack value and practical application in the field. Educational design research (EDR) is an emerging approach that bridges the demand for rigorous research with the development of relevant solutions to educational problems. EDR is an intervention and process-oriented approach that uses a variety of methods to examine the development and implementation of instructional solutions to current educational problems. As evidence about the inner workings of interventions accumulates over time, design principles and learning theories are derived from work in local contexts, and their limits can be tested in other settings. This genre of research is currently underrepresented in the literature. To advance scholarship through the execution and reporting of EDR, we identified an urgent need for examples across fields, and especially related to educational technology in higher education. The purpose of this special issue is to advance the field by showcasing exemplars of high quality EDR in post-secondary educational settings. We have sought manuscripts that detail EDR projects involving the use and/or development of educational technology in tertiary education (higher and further), lifelong learning, and training. This manuscript set therefore promotes research and scholarship on innovative instructional designs that integrate technology in those settings, promote effective practice, and help inform policy

    Mobile AR for Cultural Heritage Site towards Enjoyable Informal Learning: A Revised Conceptual Model

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    The need of visitor has been changed in tourism which is to learn and have meaningful experience. However, Mobile Augmented Reality technology that caters enjoyable informal learning in cultural heritage site is still limited. Therefore a conceptual model is proposed to guide developers in developing such mobile AR application to promote enjoyable informal learning. This article describes the proposed model which is called as a ñ€˜conceptual model of mobile AR for cultural heritage site towards enjoyable informal learningñ€ℱ. Expert review and focus group discussion methods were conducted to evaluate the proposed model are also explained in this article. Prior to the evaluation process, a field study was also conducted to discover novel components of enjoyable informal learning content in cultural heritage site. The results of all methods conducted were contributed to the development of a conceptual model. The conceptual model consists of two levels which in the first level; it contains three main components (mobile AR technology, enjoyable informal learning, and cultural heritage site) and in the second level of the model provides detail information which contains the elements of each component

    Developing the scales on evaluation beliefs of student teachers

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    The purpose of the study reported in this paper was to investigate the validity and the reliability of a newly developed questionnaire named ‘Teacher Evaluation Beliefs’ (TEB). The framework for developing items was provided by the two models. The first model focuses on Student-Centered and Teacher-Centered beliefs about evaluation while the other centers on five dimensions (what/ who/ when/ why/ how). The validity and reliability of the new instrument was investigated using both exploratory and confirmatory factor analysis study (n=446). Overall results indicate that the two-factor structure is more reasonable than the five-factor one. Further research needs additional items about the latent dimensions “what” ”who” ”when” ”why” “how” for each existing factor based on Student-centered and Teacher-centered approaches

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    Mobilising Situated Local Knowledge for Participatory Urban Planning Through Storytelling

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    Participatory urban planning does not take place outside of social systems of privilege and discrimination; likewise, the negotiation of knowledge claims in planning processes is embedded in social relations defined by "gender," "race," and "class." In this article, we argue that positionalities play out in the social construction of knowledge in participatory planning and that, consequently, a certain type of knowledge - typically represented by well-educated and resourceful residential groups - is privileged over other forms of everyday knowledge. We present storytelling as an inclusive approach to co-producing knowledge and reflecting on the extent to which the findings can be applied to participatory urban planning. This article is based on a three-year inter- and transdisciplinary research project based on real-world laboratories in two German neighbourhoods. Regarding feminist geographies, we first explore the role of power, positionality, and situated knowledge in shaping participatory planning, both theoretically and empirically. We outline the extent to which the methodological framework and the socio-spatial setting have an impact on the co-production of knowledge. We present insights from two storytelling interventions and reflect on the possibilities and limits of narrative knowledge production for participatory urban planning

    Augmenting the 6-3-5 method with design information

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    This paper describes a comparative study between the 6-3-5 Method and the ICR Grid. The ICR Grid is an evolved variant of 6-3-5 intended to better integrate information into the concept generation process. Unlike a conventional 6-3-5 process where participants continually sketch concepts, using the ICR Grid (the name derived from its Inform, Create, Reflect activities and structured, grid-like output) participants are additionally required to undertake information search tasks, use specific information items for concept development, and reflect on the merit of concepts as the session progresses. The results indicate that although the quantity of concepts was lower, the use of information had a positive effect in a number of areas, principally the quality and variety of output. Although grounded in the area of product development, this research is applicable to any organisation undertaking idea generation and problem solving. As well as providing insights on the transference of information to concepts, it holds additional interest for studies on the composition and use of digital libraries
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