82,466 research outputs found

    FEMwiki: crowdsourcing semantic taxonomy and wiki input to domain experts while keeping editorial control: Mission Possible!

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    Highly specialized professional communities of practice (CoP) inevitably need to operate across geographically dispersed area - members frequently need to interact and share professional content. Crowdsourcing using wiki platforms provides a novel way for a professional community to share ideas and collaborate on content creation, curation, maintenance and sharing. This is the aim of the Field Epidemiological Manual wiki (FEMwiki) project enabling online collaborative content sharing and interaction for field epidemiologists around a growing training wiki resource. However, while user contributions are the driving force for content creation, any medical information resource needs to keep editorial control and quality assurance. This requirement is typically in conflict with community-driven Web 2.0 content creation. However, to maximize the opportunities for the network of epidemiologists actively editing the wiki content while keeping quality and editorial control, a novel structure was developed to encourage crowdsourcing – a support for dual versioning for each wiki page enabling maintenance of expertreviewed pages in parallel with user-updated versions, and a clear navigation between the related versions. Secondly, the training wiki content needs to be organized in a semantically-enhanced taxonomical navigation structure enabling domain experts to find information on a growing site easily. This also provides an ideal opportunity for crowdsourcing. We developed a user-editable collaborative interface crowdsourcing the taxonomy live maintenance to the community of field epidemiologists by embedding the taxonomy in a training wiki platform and generating the semantic navigation hierarchy on the fly. Launched in 2010, FEMwiki is a real world service supporting field epidemiologists in Europe and worldwide. The crowdsourcing success was evaluated by assessing the number and type of changes made by the professional network of epidemiologists over several months and demonstrated that crowdsourcing encourages user to edit existing and create new content and also leads to expansion of the domain taxonomy

    A framework for design engineering education in a global context

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    This paper presents a framework for teaching design engineering in a global context using innovative technologies to enable distributed teams to work together effectively across international and cultural boundaries. The DIDET Framework represents the findings of a 5-year project conducted by the University of Strathclyde, Stanford University and Olin College which enhanced student learning opportunities by enabling them to partake in global, team based design engineering projects, directly experiencing different cultural contexts and accessing a variety of digital information sources via a range of innovative technology. The use of innovative technology enabled the formalization of design knowledge within international student teams as did the methods that were developed for students to store, share and reuse information. Coaching methods were used by teaching staff to support distributed teams and evaluation work on relevant classes was carried out regularly to allow ongoing improvement of learning and teaching and show improvements in student learning. Major findings of the 5 year project include the requirement to overcome technological, pedagogical and cultural issues for successful eLearning implementations. The DIDET Framework encapsulates all the conclusions relating to design engineering in a global context. Each of the principles for effective distributed design learning is shown along with relevant findings and suggested metrics. The findings detailed in the paper were reached through a series of interventions in design engineering education at the collaborating institutions. Evaluation was carried out on an ongoing basis and fed back into project development, both on the pedagogical and the technological approaches

    Mind the Gap: From Desktop to App

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    In this article we present a new mobile game, edugames4all MicrobeQuest!, that covers core learning objectives from the European curriculum on microbe transmission, food and hand hygiene, and responsible antibiotic use. The game is aimed at 9 to 12 year olds and it is based on the desktop version of the edugames4all platform games. We discuss the challenges and lessons learned transitioning from a desktop based game to a mobile app. We also present the seamless evaluation obtained by integrating the assessment of educa- tional impact of the game into the game mechanics

    Automatic detection of accommodation steps as an indicator of knowledge maturing

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    Jointly working on shared digital artifacts – such as wikis – is a well-tried method of developing knowledge collectively within a group or organization. Our assumption is that such knowledge maturing is an accommodation process that can be measured by taking the writing process itself into account. This paper describes the development of a tool that detects accommodation automatically with the help of machine learning algorithms. We applied a software framework for task detection to the automatic identification of accommodation processes within a wiki. To set up the learning algorithms and test its performance, we conducted an empirical study, in which participants had to contribute to a wiki and, at the same time, identify their own tasks. Two domain experts evaluated the participants’ micro-tasks with regard to accommodation. We then applied an ontology-based task detection approach that identified accommodation with a rate of 79.12%. The potential use of our tool for measuring knowledge maturing online is discussed

    Enhancing design learning using groupware

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    Project work is increasingly used to help engineering students integrate, apply and expand on knowledge gained from theoretical classes in their curriculum and expose students to 'real world' tasks [1]. To help facilitate this process, the department of Design, Manufacture and Engineering Management at the University of Strathclyde has developed a web±based groupware product called LauLima to help students store, share, structure and apply information when they are working in design teams. This paper describes a distributed design project class in which LauLima has been deployed in accordance with a Design Knowledge Framework that describes how design knowledge is generated and acquired in industry, suggesting modes of design teaching and learning. Alterations to the presentation, delivery and format of the class are discussed, and primarily relate to embedding a more rigorous form of project-based learning. The key educational changes introduced to the project were: the linking of information concepts to support the design process; a multidisciplinary team approach to coaching; and a distinction between formal and informal resource collections. The result was a marked improvement in student learning and ideation

    DIDET: Digital libraries for distributed, innovative design education and teamwork. Final project report

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    The central goal of the DIDET Project was to enhance student learning opportunities by enabling them to partake in global, team based design engineering projects, in which they directly experience different cultural contexts and access a variety of digital information sources via a range of appropriate technology. To achieve this overall project goal, the project delivered on the following objectives: 1. Teach engineering information retrieval, manipulation, and archiving skills to students studying on engineering degree programs. 2. Measure the use of those skills in design projects in all years of an undergraduate degree program. 3. Measure the learning performance in engineering design courses affected by the provision of access to information that would have been otherwise difficult to access. 4. Measure student learning performance in different cultural contexts that influence the use of alternative sources of information and varying forms of Information and Communications Technology. 5. Develop and provide workshops for staff development. 6. Use the measurement results to annually redesign course content and the digital libraries technology. The overall DIDET Project approach was to develop, implement, use and evaluate a testbed to improve the teaching and learning of students partaking in global team based design projects. The use of digital libraries and virtual design studios was used to fundamentally change the way design engineering is taught at the collaborating institutions. This was done by implementing a digital library at the partner institutions to improve learning in the field of Design Engineering and by developing a Global Team Design Project run as part of assessed classes at Strathclyde, Stanford and Olin. Evaluation was carried out on an ongoing basis and fed back into project development, both on the class teaching model and the LauLima system developed at Strathclyde to support teaching and learning. Major findings include the requirement to overcome technological, pedagogical and cultural issues for successful elearning implementations. A need for strong leadership has been identified, particularly to exploit the benefits of cross-discipline team working. One major project output still being developed is a DIDET Project Framework for Distributed Innovative Design, Education and Teamwork to encapsulate all project findings and outputs. The project achieved its goal of embedding major change to the teaching of Design Engineering and Strathclyde's new Global Design class has been both successful and popular with students

    Web 2.0 @ BU – Use of Wikis within the School of Health & Social Care

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    The aim of the Web 2.0 @ BU project is to investigate current good practice and to map the use of Web 2.0 technologies within Bournemouth University. This paper aims to communicate the findings from the School of Health & Social Care project team during the academic year 2007/2008 concerning the use of wikis in three distinct areas: Reviewing The Literature Wiki - A teaching session on reviewing the literature is included as a part of the Masters Research Unit - Principles of Enquiry Unit 1. This case study concerns using a wiki as a replacement for PowerPoint and as a separate study guide. LIMBIC Project Wiki - The aim of the LIMBIC project is to evaluate an inter-professional approach linking practice based learning with the principles and methods of healthcare improvement. This case study examines how an external project group wiki could be utilised to enable collaboration between non-technical healthcare users. Teamworking and Communication in Health and Social Care Unit Wiki - The purpose of this third year unit is to provide students with the opportunity to undertake interprofessional project work and, through this develop their skills of working collaboratively in teams and to communicate and function more effectively within their role. This case study looks at how effective small student group wikis are as a part of a long, thin unit where students sometimes find that they vary their contribution according to the time that they have. The paper hopes to share knowledge and experience of utilising wikis, enabling teachers and practitioners to be in a stronger position to respond and react to the changing demands of using innovative new learning technologies

    Disaster Monitoring with Wikipedia and Online Social Networking Sites: Structured Data and Linked Data Fragments to the Rescue?

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    In this paper, we present the first results of our ongoing early-stage research on a realtime disaster detection and monitoring tool. Based on Wikipedia, it is language-agnostic and leverages user-generated multimedia content shared on online social networking sites to help disaster responders prioritize their efforts. We make the tool and its source code publicly available as we make progress on it. Furthermore, we strive to publish detected disasters and accompanying multimedia content following the Linked Data principles to facilitate its wide consumption, redistribution, and evaluation of its usefulness.Comment: Accepted for publication at the AAAI Spring Symposium 2015: Structured Data for Humanitarian Technologies: Perfect fit or Overkill? #SD4HumTech1

    IT for more effective team collaboration

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    ICT bring new possibilities in support of team cooperation, above all in creation and sharing of common content. On base of comparison of various systems for support of the cooperation it was found out that some systems purposefully solve a flow of time planning in a firm environment (e.g. Novell GroupWise), others supports in various way a cooperation in common contents space (discussion groups, Wiki, WCMS). Changes in approach to cooperation management appear in the social network. A substantial phenomenon of the present systems for cooperation support is their virtuality. The common space is „somewhere“ and a user can share (use) it from anywhere, if he/she is connected to the internet. An example still more often used is Google Apps.Collaborative software, groupware, GroupWise, Moodle Forums, Wiki, CMS, social networks, Google docs, Research and Development/Tech Change/Emerging Technologies, GA, IN,
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