37 resultados para online society


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The use of discussion forums in education has long been a hot topic in tertiary education. Discussion forums’ activities help learners to share and gain knowledge from each other. However, setting up discussion forums does not ensure that learners interact with each other actively and grading of discussion forum participation is done to ensure qualitative learner participation. Currently, a major focus has been put onto the better use of discussion forums, but the way in which quality of participation can be evaluated has yet to be adequately investigated. This paper presents a conceptual model, based on an extensive review of current literature in related areas, as a way forward in looking at the assessment of quality in online discussion forums. The main benefits of the proposed framework are towards facilitators, as a way to assess learners’ online contributions, while students may use it to understand what is expected of them as participants in online discussion forums

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This paper presents a large scale, quantitative investigation of the impact of demographic differences on the student experience of using an online learning environment (OLE). Female respondents generally gave higher ratings than males, and gave significantly higher ratings in both importance and satisfaction to a group of OLE elements related to online interaction and community. Postgraduate respondents generally gave lower satisfaction ratings than undergraduate students, though significant differences were few. Results on the basis of mode of enrolment were mixed. The discovery of significant differences between demographic groups highlights the importance of up-to-date and on-going research-based surveys of student perceptions of the OLE. The finding that elements of the institutional OLE are not universally perceived the same way by all students groups also challenges the value of standard, one-size-fits-all institutional policies and templates relating to the use of the OLE.

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Academic staff play a fundamental role in the use of online learning by students. Yet, compared to studies reporting student perspectives on online learning, studies investigating the perspectives of academic staff are much more limited. Perhaps the least common investigations are those that compare the perceptions of academic staff and students using the same online learning environment (OLE). Much research indicates, at least initially, academic staff most value OLE systems as a mechanism for efficient delivery of learning materials to students. Following the mainstreaming of an OLE at Deakin University in 2004, the data from a large, repeated, representative and quantitative survey were analysed to investigate comparative staff and student evaluations of an OLE, and to explore the evidence for development in the use of an OLE by academic staff. Generally, students were found to give higher importance and satisfaction ratings to elements of the OLE than staff. Students were also more likely than staff to agree that the OLE enhanced their learning. A comparison of the mean ratings recorded for staff in 2004 and 2005 showed that both importance and satisfaction ratings of elements of the OLE were almost universally higher after a year of use of the OLE.

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The research found that multicultural societies need to acknowledge the importance of online usability as a social justice, access and equity issue. For effective usability, government public access websites need to be informed by the language and cultural needs of the diverse target groups, best realised through a user-centred design methodology. Utilising the thesis' research an accompanying website "The women of Scylla : a digital odyssey" was designed and included via the enclosed CD-ROM.

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Online role play is an increasingly popular teaching/learning technique in higher education (Wills & McDougall 2009) but there has been little research into ways a poststructuralist approach may be supported in this format. This paper describes two very different means of incorporating a poststructuralist approach into role plays in higher education to problematise dominant assumptions in the language and content of the subject matter. The first method was a series of interventions in a face-to-face role play in which medical students practised consultations with adolescent school students. The consultations were interrupted repeatedly with activities designed to interrogate assumptions and the school students acted as coaches to improve the medical students' technique. Although this role play was performed face-to-face, some of its activities may be redeveloped to suit an online role-playing format. The second method was a feature of an online role play involving Middle-East politics and journalism students, in which daily online newspapers provided a reflecting and distorting mirror to the political events simulated by the politics students. Indications of ways in which the two methods produced changes in understanding were gathered using a mixture of qualitative and quantitative methods: questionnaires, focus groups, interviews, participant observation and analysis of online discussions and artefacts.

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Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the more social experiences of massive multiplayer online role-playing games (MMORPG), gamers are producing new content for their favourite titles at an amazing rate. This paper explores the rewriting of the boundaries in the production and ownership of intellectual property in the computer games industry. The purpose is to examine the potential for computer game studies to contribute to an understanding of an alternative intellectual property regime known as the commons. This paper will explore how computer games users establish commons-like formations, specific to the digital environment, that extend the confines of current intellectual property rights. It will argue that the productive activities of online gamers are not motivated by the traditional logic of market-based incentives. This represents a new condition which may contribute to a reformation of the privatising enclosure of the intellectual property system.
Keywords: massive multiplayer online

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Now days, the online social networks (OSN) have gained considerable popularity. More and more people use OSN to share their interests and make friends, also the OSN helps users overcome the geographical barriers. With the development of OSN, there is an important problem users have to face that is trust evaluation. Before user makes friends with a stranger, the user need to consider the following issues: Can a stranger be trusted? How much the stranger can be trusted? How to measure the trust of a stranger? In this paper, we take two factors, Degree and Contact Interval into consideration, which produce a new trust evaluation model (T-OSN). T-OSN is aimed to solve how to evaluate the trust value of an OSN user, also which is more efficient, more reliable and easy to implement. Base on our research, this model can be used in wide range, such as online social network (OSN) trust evaluation, mobile network message forwarding, ad hoc wireless networking, routing message on Internet and peer-to-peer file sharing network. The T-OSN model has following obvious advantages compare to other trust evaluate methods. First of all, it is not base on features of traditional social network, such as, distance and shortest path. We choose the special features of OSN to build up the model, that is including numbers of friends(Degree) and contact frequency(Contact Interval). These species features makes our model more suitable to evaluate OSN users trust value. Second, the formulations of our model are quite simple but effective. That means, to calculate the result by using our formulations will not cost too much resources. Last but not least, our model is easy to implement for an OSN website, because of the features that we used in our model, such as numbers of friends and contact frequency are easy to obtain. To sum up, our model is using a few resources to obtain a valuable trust value that can help OSN users to solve an important security problem, we believe that will be big step - or development of OSN.

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Artists are under pressure from two conflicting sets of sociocultural expectations. On the one hand, they are expected to conform to the historically grounded myth of the artist as heroic genius. On the other hand, they must meet the expectations of the state (plus ensure their own survival) as economic contributors. One way  that these conflicting pressures are managed by artists working within the traditional art world is by separating the creator from the labourer through the use of intermediaries such as dealer galleries, critics, publishers and agents. This allows the artist to symbolically distance themselves from the economic structures that allow them to continue to work. However, for those artists working outside of these systems of support, legitimization and representation, the positioning of the individual as ‘artist’ becomes a much more complex task.

The construction of artists persona in online spaces can be seen most clearly in those artists who operate outside of the traditional art world. Lacking the symbolic distance between the economic producer and the bohemian, mythical genius, these individual artists instead negotiate a place to stand in direct relation to  their audience of fans, followers and audiences. Using examples from a range of fringe, alternative or counter-culture creative practice, this paper investigates artistic persona by linking the artist myth, economic considerations, and networked society to explore current presentation strategies. 

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The literature on medulloblastoma in adults is generally limited to case reports and retrospective series, and there is no accepted standard of care. The Cooperative Trials Group for Neuro-Oncology (COGNO) sought to determine the range and consistency of clinicians’ approaches to management as a basis for future trials. We aimed to identify current treatment strategies for adult medulloblastoma through an online survey launched at the 2012 Society of Neuro-Oncology meeting and by email invitation. Clinicians who had treated at least one adult patient with medulloblastoma, primitive neuroectodermal tumor (PNET), or pineoblastoma in the preceding year were asked about their most recent patient and invited to discuss their approach to a typical clinical scenario. Between November 2012 and January 2013, 45 clinicians (11 medical oncologists, 8 radiation oncologists, 5 pediatric oncologists, and 21 others) from Australia (24), United States (3), Europe (4) and other countries (14) completed the survey. Responding clinicians had treated 54 cases in the past 12 months. The most common histological type was medulloblastoma (64 %), then PNET (20 %). Most patients were male (68 %), and had high-risk disease (65 %). Complete surgical resection in 56 and 32 % had molecular testing. Radiotherapy was predominantly cranio-spinal (92 %) and given mostly post-resection (80 %). Combination chemotherapy was more common than single-agent chemotherapy. The choice of chemotherapy varied considerably. There is substantial variation in the treatment of adult medulloblastoma, most pronounced in the choice of chemotherapeutic agents, highlighting the need for further collaborative research to guide evidence-based treatment strategies.

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Restraining the spread of rumors in online social networks (OSNs) has long been an important but difficult problem to be addressed. Currently, there are mainly two types of methods 1) blocking rumors at the most influential users or community bridges, or 2) spreading truths to clarify the rumors. Each method claims the better performance among all the others according to their own considerations and environments. However, there must be one standing out of the rest. In this paper, we focus on this part of work. The difficulty is that there does not exist a universal standard to evaluate them. In order to address this problem, we carry out a series of empirical and theoretical analysis on the basis of the introduced mathematical model. Based on this mathematical platform, each method will be evaluated by using real OSN data.We have done three types of analysis in this work. First, we compare all the measures of locating important users. The results suggest that the degree and betweenness measures outperform all the others in the Facebook network. Second, we analyze the method of the truth clarification method, and find that this method has a long-term performance while the degree measure performs well only in the early stage. Third, in order to leverage these two methods, we further explore the strategy of different methods working together and their equivalence. Given a fixed budget in the real world, our analysis provides a potential solution to find out a better strategy by integrating both types of methods together. From both the academic and technical perspective, the work in this paper is an important step towards the most practical and optimal strategies of restraining rumors in OSNs.