4,936 research outputs found

    Social media in collaborative learning in higher education : a qualitative case study of teachers’ and students’ views

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    In this study, it was investigated how social media are used in collaborative learning in higher education and also how it can be better used in teaching and learning according to the students and teachers. The research questions of this study were: 1) How social media are used in collaborative learning by the teachers and students in higher education for educational purposes? 2) How could social media be used in collaborative learning process in higher education, according to the students and teachers? Qualitative interviews were conducted to collect the data from ten students and five teachers from the different faculties of University of Lapland and Lapland University of Applied Sciences. In conclusion it was found that, social media were not much used in collaboration with teachers by the students of both institutions. In case of teachers, it was found that all of them were using social media in their collaborative ways of teaching design and they have found social media as useful tool to deliver their teaching. Most of the students and all the teachers found social media to be useful in their teaching and learning. But there were also some challenges faced and areas of improvements identified by them. Thus the higher educational institutions should understand the importance of using social media in teaching and learning and take initiatives to overcome the current challenges identified by the students and teachers

    Wearables at work:preferences from an employee’s perspective

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    This exploratory study aims to obtain a first impression of the wishes and needs of employees on the use of wearables at work for health promotion. 76 employ-ees with a mean age of 40 years old (SD ±11.7) filled in a survey after trying out a wearable. Most employees see the potential of using wearable devices for workplace health promotion. However, according to employees, some negative aspects should be overcome before wearables can effectively contribute to health promotion. The most mentioned negative aspects were poor visualization and un-pleasantness of wearing. Specifically for the workplace, employees were con-cerned about the privacy of data collection

    Intercultural learning on the Web Steps to the “cultures in-between”

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    This article presents a process of creation of a professional learning-community within a project of international cooperation among Turkey, Slovenia and Italy, which main goal was to promote teachers collaboration across frontiers for implementing innovation in class to promote intercultural dialogue. The creation, strategies and use of a virtual working/learning space (VWLS) to promote this process are hereby described. Furthermore, in this article I attempt to show how the VWLS can give support to intercultural dialogue, from motivation to participate and share the own cultural identity,to the process of working and learning together. In fact, the VWLS becomes meaningful, exposing teachers and students to an enlarged cultural context, diverse, but also comprehensive of the own original cultural context, because built semantically bythemselves. This sense making process could impact on a new dimension of intercultural learning in a new place without frontiers, that is represented by “virtual” reality.Questions addressing this explorative and qualitative research work where: can the web spaces become place to promote intercultural learning? How these online spaces should be featured in terms of representation of cultural differences? How can they promoteintercultural dialogue? And the most exciting: how can they allow processes of construction of new culturally hybrid meanings?Questo articolo presenta un processo di creazione di una comunità di apprendimento informale attraverso un progetto di cooperazione internazionale fra Turchia, Slovenia e Italia, cui scopo principale è stato il promuovere la professionalità di un gruppo di insegnanti coinvolti in un processo di collaborazione internazionale con impatto sul dialogo interculturale. Vengono quindi descritte la creazione, strategie e uso dello spazio virtuale di apprendimento e collaborazione (VWLS) per supportare il suddetto processo.Inoltre, in questo articolo si tenta di mostrare come l’ambiente virtuale di apprendimento può dare supporto al dialogo interculturale, dalla motivazione a partecipare e condividerela propria identità culturale, al processo di collaborazione ed apprendimento congiunto. Inoltre, si tenta di mostrare come il VWLS diventa significativo, in quanto espone gli insegnanti e studenti a un contesto culturale allargato, diverso, ma anche comprensivo del proprio e originale contesto culturale, poiché creato semanticamente dagli utenti. Questo processo di costruzione di senso potrebbe avere impatto su una nuova dimensionedell’apprendimento interculturale in un nuovo spazio “senza frontiere”, rappresentato dalla “realtà” virtuale.Le domande poste inizialmente in questo processo di ricerca esplorativa, di natura qualitativa, sono state: possono gli spazi nel Web diventare un luogo per promuovere l’apprendimento interculturale? Che forma dovrebbero acquisire gli stessi in termini di rappresentazione della differenza culturale ? E l’aspetto più interessante: come potrebbero tali spazi consentire processi di costruzione di nuovo senso, culturalmente ibrido

    Analysis Of A Global Online Debate And The Development Of An Interaction Analysis Model For Examining Social Construction Of Knowledge In Computer Conferencing

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    This study attempts to find appropriate interaction analysis/content analysis techniques that assist in examining the negotiation of meaning and co-construction of knowledge in collaborative learning environments facilitated by computer conferencing. The authors review strengths and shortcomings of existing interaction analysis techniques and propose a new model based on grounded theory building for analyzing the quality of CMC interactions and learning experiences. This new Interaction Analysis Model for Examining Social Construction of Knowledge in Computer Conferencing was developed after proposing a new definition of "interaction" for the CMC context and after analyzing interactions that occurred in a Global Online Debate. The application of the new model for analysis of collaborative construction of knowledge in the online debate and in a subsequent computer conference are discussed and future research suggested

    Hype or Help? A Longitudinal Field Study of Virtual World Use for Team Collaboration

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    Despite increasing organizational interest and investment in virtual worlds (VWs), there is a lack of research on the benefits of VWs. When and how does the use of VW systems engender better organizational outcomes than traditional collaborative technologies? This paper investigates the value of VWs for team collaboration. Team collaboration is particularly relevant in studying VWs given the rich interactive nature of VWs and an increasing organizational reliance on virtual teamwork. To understand the value of VW use for team collaboration, we examine the relationship between a team’s disposition toward IT, their general disposition (personality) and VW use in influencing team cohesion and performance. We conducted a field study that compares two collaborative technology systems – one that is based on a traditional desktop metaphor and one that is grounded in the principles of a virtual world. We tracked the use of the systems for one year. We analyzed data at the team level and the results generally support our model, with agreeableness, conscientiousness, extraversion, openness, and computer self-efficacy interacting with time and technology type to positively influence team technology use. We also found that the use of the virtual world system positively influenced the relationship between technology use and team cohesion, which, in turn, predicts team performance. The model explains 57 percent, 21 percent, and 24 percent of the variance in team technology use, team cohesion, and team performance, respectively
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