4,918 research outputs found

    Bridging the gap: building better tools for game development

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    The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard

    The Effect of Varied Gender Groupings on Argumentation Skills among Middle School Students in Different Cultures

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    The purpose of this mixed-methods study was to explore the effect of varied gender groupings on argumentation skills among middle school students in Taiwan and the United States in a project-based learning environment that incorporated a graph-oriented computer-assisted application (GOCAA). A total of 43 students comprised the treatment condition and were engaged in the collaborative argumentation process in same-gender groupings. Of these 43 students, 20 were located in the U.S. and 23 were located in Taiwan. A total of 40 students comprised the control condition and were engaged in the collaborative argumentation process in mixed-gender groupings. Of these 40 students, 19 were in the U.S. and 21 were in Taiwan. In each country, verbal collaborative argumentation was recorded and the students’ post essays were collected. Among females in Taiwan, one-way analysis of variance (ANOVA) indicated that statistically a significant gender-grouping effect was evident on the total argumentation skills outcome, while MANOVA indicated no significant gender-grouping effect on the combined set of skill outcomes. Among females in the U.S., MANOVA indicated statistically significant gender-grouping effect on the combined set of argumentation skills outcomes Specifically, U.S. female students in mixed-gender groupings (the control condition) significantly outperformed female students in single-gender groupings (the treatment condition) in the counterargument and rebuttal skills. No significant group differences were observed among males. A qualitative analysis was conducted to examine how the graph-oriented computer-assisted application supported students’ development of argumentation skills in different gender groupings in both countries. In each country, all teams in both conditions demonstrated a similar pattern of collaborative argumentation with the exception of three female teams in the U.S. Female teams, male teams, (the treatment condition) and mixed-gender teams (the control condition) demonstrated metacognition regulation skills in different degrees and with different scaffolding

    Explaining online communities’ contribution to socio-economic development

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    In recent times, online communities are emerging as a potential source of information technology-led socio-economic development by enabling new generative mechanisms. Existing studies provide useful insights yet do not recognize the contributions of online communities in achieving socio-economic development. To address this knowledge gap, this paper documents a netnography study conducted on an online community for teaching the youth how to earn income online legitimately. We applied the theoretical notion of IT affordances to examine the possibilities for socio-economic action via online communities in the context of a developing country. Preliminary findings show how the online community contributes to socio-economic development by fostering collaboration, information sharing, and learning leading to income generation

    The technological mediation of mathematics and its learning

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    This paper examines the extent to which mathematical knowledge, and its related pedagogy, is inextricably linked to the tools – physical, virtual, cultural – in which it is expressed. Our goal is to focus on a few exemplars of computational tools, and to describe with some illustrative examples, how mathematical meanings are shaped by their use. We begin with an appraisal of the role of digital technologies, and our rationale for focusing on them. We present four categories of digital tool-use that distinguish their differing potential to shape mathematical cognition. The four categories are: i. dynamic and graphical tools, ii. tools that outsource processing power, iii. new representational infrastructures, and iv. the implications of highbandwidth connectivity on the nature of mathematics activity. In conclusion, we draw out the implications of this analysis for mathematical epistemology and the mathematical meanings students develop. We also underline the central importance of design, both of the tools themselves and the activities in which they are embedded

    Internet of Things Affordance for Open Educational Resources in a Comprehensive Open Distance E-learning

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    The Internet of Things (IoT) space has dual dimensions of affordance to support open educational resources (OER). The duality of affordance has little or not been well articulated in relation to OER, particularly in a Comprehensive open distance e-learning (CODEL) institution. Such an institution is a mega open distance in South Africa and beyond the continent to accommodate students globally and rely on information and communication technology (ICT) in the provision of tuition. In the CODEL institution, there is a recognizable shift as the institution encourages the appropriation of OER and phasing out the prescription of the prescribed textbooks. The research opted for the qualitative approach to establish the role and the causality of IoT affordance in the appropriation of OER. The technology affordance theory has been used as the main theoretical underpinning for this study. The study found that the CODEL institution is IoT driven when handling OER. Furthermore, IoT affordance for OER suggests two propositions as a contribution: CODEL requires to articulate and realignment of its business enterprise system with IoT-driven infrastructure to accommodate tuition using OER; and the IoT-driven context needs to seek possible solutions to adopt artificial intelligence practices for the advancement of OER. In a recommendation for future research, there is a need to investigate the appropriation of OER through IoT affordance in all South African higher education institutions including the contact or traditional universities

    Affordance Perceptions under Malleable Information Technology: A Social Cognitive Theory Perspective

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    Organizations benefit from malleable IT only if users perceive the affordances that malleable IT provides for their work. However, theoretical explanations and empirical evidence related to affordance perception are scarce. In this paper, we develop a theoretical framework based on Social Cognitive Theory to explain two different types of affordance perceptions: vicarious and autonomous. Data from a survey of 154 users supports the framework. We find that vicarious affordance perceptions depend on social information and on basic knowledge about the malleable IT. In contrast, autonomous affordance perceptions, which rely on uncertain and cognitively complex search activities, depend on self-efficacy gained through prolonged use and on the knowledge acquired through a learning process that starts with system use and observation of other people’s use, followed by vicarious affordance perceptions. The key contribution of our paper lies in developing and testing explanations for affordance perceptions under malleable IT

    Academic and institutional readiness towards e-Learning to inform policy and practice in an evolving post-school education sector

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    Prior to the occurrence of the global COVID-19 pandemic, some African higher education institutions had already adopted a hybridmode for all their programmes, including distance education. Policies and strategies were put in place to improve the practices, skills and competencies of staff and students. However, the closure of education institutions globally due to the pandemic resulted in the rethinking of current education practices and highlighted the inherent inequalities in the system. This baseline qualitative study, underpinned by the Affordance theory, explores the appropriateness of education responses that were utilised and interrogates the readiness of educators for e-Learning during the pandemic. The participants were purposively selected educators (n=11) from distance and contact African institutions. The study sought to contribute to the reconceptualisation of policies and strategies for distance education provision using e-Learning approaches, which have now become a mainstream reality for the post-school education and training (PSET) sector. Data were collected through individual semi-structured interviews. Thematic analysis was applied to the rich data. The findings identified the successes and shortcomings of facilitating e-Learning at a distance during the pandemic. Some participants felt ill-prepared for the extent of work required to be well equipped to use this approach. In many cases, it was felt that support strategies could have been better structured. Further analysis highlighted possible restructuring that should occur to meet the needs of educators in the twenty-first century and to survive any future pandemics through greater use of e-Learning. Evidence-based recommendations for policies are discussed

    Rethinking Pedagogy: Exploring the Potential of Digital Technology in Achieving Quality Education

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    (First Paragraph) The Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP) is UNESCO’s Category 1 education Institute in the Asia-Pacific region devoted to education for peace and sustainable development, as enshrined in SDG Target 4.7. UNESCO MGIEP promotes the use of digital learning platforms where teachers and students can co-create and share a highly interactive learning experience. With the rise of the internet, there has been a proliferation of online content and digital resources intended to support teaching and learning, albeit widely varying in quality. Digital education media and resources, if carefully designed and implemented, have a significant potential to be mobilized on a massive scale to support transformative learning for building sustainable, flourishing societies

    Blockchain for good?

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    © 2017 John Wiley & Sons, Ltd. The blockchain innovation appears to represent viable catalysts for achieving global sustainable development targets. Projects and initiatives seeking to extend the reach of distributed ledger technologies (DLTs) seem mostly intended for the benefit of for-profit businesses, governments, and consumers. DLT projects devised for the public good could aim, in theory, to fulfill the United Nation’s current sustainable development goals. Blockchain technology is being applied in ways that could transform this ambition for good into a practical reality
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