49,121 research outputs found

    Guess the score, fostering collective intelligence in the class

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    This paper proposes the use of serious games as a tool to enhance collective intelligence of undergraduate and graduate students. The development of social skills of individuals in a group is related to the performance of the collective intelligence of the group manifested through the shared and collaborative development of intellectual tasks [1]. Guess the Score GS, is a serious game implemented by means of an online tool, created to foster the development, collaboration and engagement of students. It's has been designed with the intention of facilitating the development of individual’s social skills in a group in order to promote education of collective intelligence. This paper concludes that the design of learning activities using serious games as a support tool in education, generate awareness about of utilities of gaming in the collective learning environment and the fostering of collective intelligence education.Postprint (published version

    Addressing the cyber safety challenge: from risk to resilience

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    Addressing the cyber safety challenge: from risk to resilience describes the cyber safety issues emerging from a range of technology trends, how different populations are using technologies and the risks they face, and how we can effectively respond to each group’s unique cyber safety needs. Written by the University of Western Sydney for Telstra Corporation Ltd, the report advocates for continuing to move cyber safety from a ‘risk and protection’ framework to one that focuses on building digital resilience, as well as fostering trust and confidence in the online environment. To do this we need to: Address the needs of populations often neglected by current policies and programs – including adults, seniors, parents, and small to medium enterprises Continue to build the digital literacy skills of all populations, because digital literacy strongly influences users’ ability to engage safely online – this is best achieved by a hands-on learning approach Keep risk in perspective – the risks and benefits of digital participation go hand in hand Broaden the focus from awareness-raising to long-term behaviour change. As digital technologies become further integrated into the everyday lives of Australians, users are potentially exposed to greater risks. However, the risks and benefits of digital participation go hand in hand. The challenge, therefore, is to support users to minimise the risks without limiting their digital participation and their capacity to derive the full benefits of connectivity. If Australians are to benefit as either consumers or providers of online services and products in the e-commerce environment, consumer safety and trust need to be improved. Cyber safety needs to be considered against a transforming backdrop of technology trends, products and practices. While the rise of social media has tended to dominate recent debate and developments in cyber safety, particularly in relation to young people, a range of other trends is also shaping how users engage online, the risks they potentially face in the new media landscape, and the strategies used to address them. These trends include the rise of user generated content and content sharing platforms; the uptake of mobile technologies and, in particular, the adoption of smartphones; cloud computing; platform integration and single sign-on mechanisms; and the rise of GPS and location based services

    What visual literacy is not!

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    This paper intends to help design educators reach a more informed understanding of visual literacy by stating what we already know it is not, in order to promote discussion on how it can be fostered. This paper is based on Jefferies’ PhD research from an empirical visual experiment carried out on a wide range of design practitioners, design students and the general public. Specific terms of influence such as ‘fixed’, ‘cross-disciplines’ and ‘accessibility’ were highlighted for discussion when considering what visual literacy is not, and were consequently used to frame the problem. When considering each of these influences in terms of seeing; (a) Viewing visual language as a ‘fixed’ vocabulary does not allow for each working context to have its own visual value system. (b) Literacy of ‘cross-disciplines’ may not enable a way of seeing to be transferred between each design discipline. (c) ‘Accessibility’ in terms of a student’s ability to read or write an image can not be determined from a designer’s final product, as each individual and context is different. It is proposed that debating the three identified areas will heighten design educators’ awareness and provide a valuable basis for future pedagogy practices

    ISEA 2011 Istanbul International Symposium on Electronic Art : Conference report

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    This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International LicenseFounded in the Netherlands in 1990, ISEA International (formerly Inter-Society for the Electronic Arts) is an international non-profit organisation fostering interdisciplinary academic discourse and exchange among culturally diverse organisations and individuals working with art, science and technology. The ISEA 2011 was held this year September 14- 21 at the Sanbanci Centre Towers in Levant, which is the financial and business district of the city. As the conference is now in its seventeenth year, the International Symposium on Electronic Art brought together over one hundred international artists from all over the world. With more than four hundred and fifty paper sessions, seventy panels, sixty workshops, as well as networking events, keynotes, exhibitions, performances, screenings and special events, the two-week conference certainly held something for everyone. Works of art and panel discussions covered from the gamut of algorithm art to robotics, from musical plants to art with bacteria. This year’s conference aimed to explore the stories and achievements of the electronic arts by showcasing the endeavours of these artists and by catalysing local and international people, resources and interests.Peer reviewe

    Toward a collective intelligence recommender system for education

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    The development of Information and Communication Technology (ICT), have revolutionized the world and have moved us into the information age, however the access and handling of this large amount of information is causing valuable time losses. Teachers in Higher Education especially use the Internet as a tool to consult materials and content for the development of the subjects. The internet has very broad services, and sometimes it is difficult for users to find the contents in an easy and fast way. This problem is increasing at the time, causing that students spend a lot of time in search information rather than in synthesis, analysis and construction of new knowledge. In this context, several questions have emerged: Is it possible to design learning activities that allow us to value the information search and to encourage collective participation?. What are the conditions that an ICT tool that supports a process of information search has to have to optimize the student's time and learning? This article presents the use and application of a Recommender System (RS) designed on paradigms of Collective Intelligence (CI). The RS designed encourages the collective learning and the authentic participation of the students. The research combines the literature study with the analysis of the ICT tools that have emerged in the field of the CI and RS. Also, Design-Based Research (DBR) was used to compile and summarize collective intelligence approaches and filtering techniques reported in the literature in Higher Education as well as to incrementally improving the tool. Several are the benefits that have been evidenced as a result of the exploratory study carried out. Among them the following stand out: • It improves student motivation, as it helps you discover new content of interest in an easy way. • It saves time in the search and classification of teaching material of interest. • It fosters specialized reading, inspires competence as a means of learning. • It gives the teacher the ability to generate reports of trends and behaviors of their students, real-time assessment of the quality of learning material. The authors consider that the use of ICT tools that combine the paradigms of the CI and RS presented in this work, are a tool that improves the construction of student knowledge and motivates their collective development in cyberspace, in addition, the model of Filltering Contents used supports the design of models and strategies of collective intelligence in Higher Education.Postprint (author's final draft

    Assessment @ Bond

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