36 research outputs found
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JuxtaLearn D3.2 Performance Framework
This deliverable, D3.2, for Work Package 3 incorporating the pedagogy from WP2 and orchestration factors mapped in D3.1 reviews aspects of performance in the context of participative video making. It reviews literature on curiosity and engagement characteristics of interaction mechanisms for public displays and anticipates requirements for social network analysis of relevant public videos from WP6 task 6.3. Thus, to support JuxtaLearn performance it proposes a reflective performance framework that encompasses the material environment and objects required, the participants, and the knowledge needed
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Sharing video making objects to create, reflect & learn
Creative performance through participative video (PV) making is a means to engage students in science, technology, engineering, and mathematics (STEM) subjects, arousing the curiosity of learners and their audience. This paper focusses on the role of video creation artefacts as boundary objects stimulating reflection and deeper understanding. Based on this theory we explain how This paper describes objects for engaging students in a video making process that supports enhanced reflection and understanding of specific topics of study
Kooperationswerkzeuge im Kontext virtualisierter Arbeitsprozesse
Aus der EinfĂĽhrung:
"Im Bereich der Informations- und Kommunikationstechnologien und im wissensintensiven Sektor finden sich häufig netzwerkartige Organisationsstrukturen, die durch informale Arbeitsorganisation und eine starke Betonung integrierter Kooperation unter Ausbildung unterschiedlicher Spezialisierungen [2] gekennzeichnet sind. Begleitet wird dieses Phänomen der Entgrenzung durch die Virtualisierung von Arbeitsplätzen oder Bürostandorten [15]. Ausgehend von der These, dass sich Organisationsformen von den traditionellen Formen hin zu kooperativen Strukturen fortentwickeln, schlagen wir vor, dass vor allem kreative und wissensintensive Prozesse durch Software unterstützt werden, welche die Besonderheiten dieser Arbeitsprozesse berücksichtigen.
Learning Design Engines as Remote Control to Learning Support Environments
Commentary on: Chapter5: An Architecture for Learning Design Engines. (Vogten, Koper, Martens and Tattersall, 2005)
Abstract: Chapter 5 of the Learning Design book describes the operational model of a learning design engine based on the concept of finite automata with output alphabet. We rely on this event concept to include pre-existing learning tools in flexibe and rich learning designs.
We sketch an approach for the integration of complex learning environments in learning designs. Interactive learning support environments, such as argumentation or modelling tools are pre-existent and have a high potential when integrated in learning designs.
We propose an approach that aims at a clear separation of the learning design engine, the specification of the learning flow (as LD documents) and learning environments. According to its current state, the engine controls the learning environment with events (such as "start a new phase"), defined as a vocabulary for a set of environments, that are mapped to the environments' existing functionality (such as "create new workspace"). Thus the engine remotely controls the learning tools while the tools can initiate state transitions in the engine on specific events in the tool.
Editors: Colin Tattersall and Rob Koper
Teams in virtuellen Unternehmen - Zusammenstellung, Kompetenzen, Technik
Projekte im Kontext wissensintensiver Dienstleistungen, die in Netzwerken durchgeführt werden, zeichnen sich häufig durch eine heterogene Zusammensetzung bezüglich Qualifikation und Beschäftigungsform aus. Als Beteiligte eines Projektes werden hier der Auftraggeber, die Projektleitung, die Projektgruppe, ein Beratungs- und / oder Lenkungsausschuss sowie externe Berater angesehen. Vor dem Hintergrund, dass Projekte nicht nur als interne Projekte innerhalb eines Unternehmens durchgeführt werden, sondern auch als Projekte in Netzwerken, können Freelancer als Prototyp eines Mitarbeiters in Projektnetzwerken angesehen werden. Im Folgenden soll von Freelancern als Personen gesprochen werden, die mindestens einen Teil ihres Lebensunterhalts ohne Arbeitsvertrag verdienen und dabei keine eigenen Angestellten führen. Eine bestimmte Rechtsform, in der sie ihrer Erwerbstätigkeit nachgehen, muss nicht gegeben sein
Challenging Social Media Threats using Collective Well-being Aware Recommendation Algorithms and an Educational Virtual Companion
Social media (SM) have become an integral part of our lives, expanding our
inter-linking capabilities to new levels. There is plenty to be said about
their positive effects. On the other hand however, some serious negative
implications of SM have repeatedly been highlighted in recent years, pointing
at various SM threats for society, and its teenagers in particular: from common
issues (e.g. digital addiction and polarization) and manipulative influences of
algorithms to teenager-specific issues (e.g. body stereotyping). The full
impact of current SM platform design -- both at an individual and societal
level -- asks for a comprehensive evaluation and conceptual improvement. We
extend measures of Collective Well-Being (CWB) to SM communities. As users'
relationships and interactions are a central component of CWB, education is
crucial to improve CWB. We thus propose a framework based on an adaptive
"social media virtual companion" for educating and supporting the entire
students' community to interact with SM. The virtual companion will be powered
by a Recommender System (CWB-RS) that will optimize a CWB metric instead of
engagement or platform profit, which currently largely drives recommender
systems thereby disregarding any societal collateral effect. CWB-RS will
optimize CWB both in the short term, by balancing the level of SM threat the
students are exposed to, as well as in the long term, by adopting an
Intelligent Tutor System role and enabling adaptive and personalized sequencing
of playful learning activities. This framework offers an initial step on
understanding how to design SM systems and embedded educational interventions
that favor a more healthy and positive society