7,779 research outputs found
Free and open source software development of IT systems
IT system development, integration, deployment, and administration benefit significantly from free and open source software (FOSS) tools and services. Affordability has been a compelling reason for adopting FOSS in computing curricula and equipping computing labs with support infrastructure. Using FOSS systems and services, however, is just the first step in taking advantage of how FOSS development principles and practices can impact student learning in IT degree programs. Above all, FOSS development of IT systems requires changes to how students, instructors, and other contributors work collaboratively and openly and get involved and invested in project activities. In this paper I examine the challenges to engage students in FOSS development projects proposed by real clients. A six-week course project revealed problems with adopting FOSS development and collaboration across different activities and roles that student team members have assumed. Despite these problems, students have showed a genuine and strong interest in gaining more practice with FOSS development. FOSS development teaching was further refined in two other courses to learn about adequate teaching strategies and the competencies that students achieve when they participate in FOSS development of IT systems
Student Wiki Pages: Online collaboration in a networked environment
This chapter is concerned with student collaboration and ‘peer-support’ pedagogy as facilitated by online learning environments. Specifically the chapter discusses the use of wiki tools as part of the e-learning strategy in a first year BA (Hons) Communication and Media unit at Bournemouth University. The pedagogical aim here is to assess students’ ability to work effectively in a computer-mediated environment by applying interpersonal communication skills taught in the unit, whilst fostering a professional engagement with the unit’s theoretical foundation and facilitating student-centred learning. The Student Wiki Pages is an educational strategy that encourages students to develop active learning, media literacy and scholarship at the start of their degree programmes, providing a solid underpinning for their future studies. Collaboratively producing a wiki means students have to be self-reflexive and critically evaluate their own notes from lectures and set readings on a weekly basis. Drawing on evidence from 2010/2011, the chapter will demonstrate how the Student Wiki Pages helped inspire students’ commitment to learning by analysing five core areas where student performance improved. Practical complexities of assessing collaborative learning will be evaluated, together with a discussion on how to manage student expectations in relation to grading and feedback
The role of social networks in students’ learning experiences
The aim of this research is to investigate the role of social networks in computer science education. The Internet shows great potential for enhancing collaboration between people and the role of social software has become increasingly relevant in recent years. This research focuses on analyzing the role that social networks play in students’ learning experiences. The construction of students’ social networks, the evolution of these networks, and their effects on the students’ learning experience in a university environment are examined
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Promoting learner autonomy through multiliteracy skills development in cross-institutional exchanges
This contribution presents findings from two empirical case studies, which followed a task-based telecollaborative learning format. Participants included student teacher trainees, tutors, and language learners from colleges/universities in Germany, Poland, the United Kingdom, and the United States. The projects aimed at promoting learner autonomy through awareness raising of modes and meaning-making online and multiliteracy skills development based on hands-on analysis of web resources and social networking tools.
It was hoped that this awareness would foster the teachers' own autonomy in virtual learning environments and enable them to design tasks which—in turn—would promote learner autonomy as understood by Palfreyman (2006): the informed use of a range of interacting resources in context. We argue that this awareness is reflected in enhanced multimodal communicative competence, i.e., “the ability to understand the combined potential of various modes for making meaning” (Royce, 2002, p. 92), and multiliteracy, with the latter allowing teachers and learners to realize the potential of blended and online only settings for language acquisition purposes. Ideally then, while becoming gradually more versed in multimodality and multiliteracy, learners can also take over more control and self-direct their own learning when working online (Benson, 2001) which are also characteristics of autonomy
The Making of a Social Librarian: How Blogs, Wikis and Facebook Have Changed One Librarian and Her Job
This paper explores the evolution of the author’s identity as a librarian, from a tech-ignorant/tech-phobic library school graduate to a librarian teaching faculty, staff, students, community members and administrators the value of collaborative software.
According to Technorati, the blog search engine, there are 244 blogs that primarily concern themselves with libraries and so-called 2.0 technologies. The blogs range from the well known Tame the Web and Shifted Librarian to library students attempting to sort out the deluge of information on blogs, wikis, RSS feeds, social networking services and how these applications and services help, hinder, harm or haunt libraries and librarians. As libraries and librarians make decisions about how to reach out to patrons and communities, increasingly, the decisions we make involve social software applications.
In 2006, the author graduated from library school with an under-used laptop and the ability to create static HTML documents, but with a strong aversion to all things “computer-y” and little interest in or understanding of technology and its relationship to libraries. A two-year residency at a community college, free range to explore any and all avenues of librarianship and the pressing need to create a final “project”, however, created the opportunity for her to explore social software in its many variations and applications. With an introduction to creating wiki research guides, free posting reign on the library blog and chances to create workshops on any subject of her choosing, the newly tech-dorked librarian jumped head-first into what has widely touted as Library 2.0. She now subscribes to technology blogs, teaches workshops on using wikis in the classroom, instructs colleagues on establishing del.icio.us accounts and has dozens of other social software projects going at once
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Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science?
Citizen Science (CS) refers to a form of research collaboration that engages volunteers without formal scientific training in contributing to empirical scientific projects. Virtual Citizen Science (VCS) projects engage participants in online tasks. VCS has demonstrated its usefulness for research, however little is known about its learning potential for volunteers. This paper reports on research exploring the learning outcomes and processes in VCS. In order to identify different kinds of learning, 32 exploratory interviews of volunteers were conducted in three different VCS projects. We found six main learning outcomes related to different participants' activities in the project. Volunteers learn on four dimensions that are directly related to the scope of the VCS project: they learn at the task/game level, acquire pattern recognition skills, on-topic content knowledge, and improve their scientific literacy. Thanks to indirect opportunities of VCS projects, volunteers learn on two additional dimensions: off topic knowledge and skills, and personal development. Activities through which volunteers learn can be categorized in two levels: at a micro (task/game) level that is direct participation to the task, and at a macro level, i.e. use of project documentation, personal research on the Internet, and practicing specific roles in project communities. Both types are influenced by interactions with others in chat or forums. Most learning happens to be informal, unstructured and social. Volunteers do not only learn from others by interacting with scientists and their peers, but also by working for others: they gain knowledge, new status and skills by acting as active participants, moderators, editors, translators, community managers, etc. in a project community. This research highlights these informal and social aspects in adult learning and science education and also stresses the importance for learning through the indirect opportunities provided by the project: the main one being the opportunity to participate and progress in a project community, according to one's tastes and skills
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Collaborative yet independent: Information practices in the physical sciences
In many ways, the physical sciences are at the forefront of using digital tools and methods to work with information and data. However, the fields and disciplines that make up the physical sciences are by no means uniform, and physical scientists find, use, and disseminate information in a variety of ways. This report examines information practices in the physical sciences across seven cases, and demonstrates the richly varied ways in which physical scientists work, collaborate, and share information and data.
This report details seven case studies in the physical sciences. For each case, qualitative interviews and focus groups were used to understand the domain. Quantitative data gathered from a survey of participants highlights different information strategies employed across the cases, and identifies important software used for research.
Finally, conclusions from across the cases are drawn, and recommendations are made. This report is the third in a series commissioned by the Research Information Network (RIN), each looking at information practices in a specific domain (life sciences, humanities, and physical sciences). The aim is to understand how researchers within a range of disciplines find and use information, and in particular how that has changed with the introduction of new technologies
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