25 resultados para Collaborative environments

em Deakin Research Online - Australia


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One of the major challenges in asynchronous collaborative environment is to provide a sense of awareness of other users actions. The amount of awareness needed varies due to specific roles users undertaking during collaboration. While emphasizing the importance of roles, this paper discusses awareness-role relationship and proposes a role-based approach to specifying the awareness characteristics in asynchronous collaborative environment. An example of implementation of role-based awareness supporting system LiveNet4 is also illustrated at the end of this paper.

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The awareness support for activities in collaborative environments is important for effective collaboration and coordination. It helps people know who else is doing what in a shared workspace. The amount of awareness needed varies due to specific roles users undertake during collaboration. While emphasizing the importance of roles, we introduced related research on awareness and a component-based collaboration metamodel. Based on that metamodel, several awareness elements were discussed and implemented in a collaborative environment LiveNet4. Model view controller pattern used to construct the Web-based interface of LiveNet4 was also introduced at the end of this paper.

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This paper explores the importance of purpose built combined technological and social collaborative environments in supporting the development of creativity in a cohort of students not generally associated with creative abilities. A supportive and nurturing environment provides these university students with a community where they can share knowledge and ideas, and subsequently engage in creative activities and behaviours. Such an environment directly impacts on the levels of engagement with which students� participate in their learning process. The authors draw on findings derived from a study of first year computer science students enrolled in a games design and development unit at an Australian university. This paper will focus on the ways in which the participants negotiate and regulate the exercise of power and control in the environment in order to enhance their own creative expression.

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Creativity is an elusive skill desired by many. Debates on 'What is Creativity' and how it can best be nurtured and supported had resurgence in the 1950's after Guildford's address to the American Psychology Association about the positive benefits of creativity. Since then creativity has been investigated in many forms and within many disciplines. Of note is that creativity is apparent within four components: the person, the process, the product and the environment. On some level creativity is assessed within one of the four components of creativity: person, process, product or environment. In this study creativity and the environment is under investigation, with a number of factors presented that allow creativity to be supported. This paper explores the role of creativity within the education of tertiary students studying Games Design and Development (within an IT discipline) from an Australian University. Particularly this paper focuses on how social factors, such as purpose built collaborative environments and virtual communities, aid in the creative pursuits of the students.

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Ward Cunningham used the word wiki (the Hawaiian word meaning quick) to name the collaborative tool he developed for use on the internet in 1994. Wikis are fully editable websites. Users can visit, read, re-organize and update the structure and content (text and pictures) of a wiki as they see fit. This functionality is called open editing (Leuf & Cunningham, 2001). All a user needs to edit and read a wiki, is a web browser. Consequently, the wiki has great potential for use as a collaborative virtual learning environment. Wikis abound on the internet. A well known wiki is Wikipedia an online collaborative encyclopaedia, where anybody can read, edit, re-organize and update the encyclopaedia content (Wikipedia, 2004).

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This paper will provide an overview of the CMC structure in two different units of study in the Masters of Professional Education and Training at Deakin University. Each of these structures makes a set of demands on participants, and provides differing collaborative learning opportunities. The paper examines the experiences we have had in each of these structures, focusing on student participation, style of contribution to CMC, and the relationship between socialisation processes and knowledge construction.

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This paper examines a methodology for establishing quality in online learning environments. For e-learning to be sustainable in flexible, open and distance learning, its value in learning must be able to be analysed. In the case of computer conferencing, one way to do this is with content analysis. This methodology is discussed with a review of current frameworks. These indicate that while some researchers and evaluators either use or modify existing frameworks, most researchers develop new ones, generally through the adaptation of existing theories, concepts or model, but in some cases through grounded theory approaches. The development and implementation of two frameworks are then discussed in detail. Both were developed to investigate and evaluate both collaborative learning and deep and surface learning as evidenced in computer conferences. Evidence of such learning attributes are precisely the elements of value in e-learning that can be shown through such a methodology. These attributes can then be integrated into courses developed for quality online learning environments.

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Business processes especially those in knowledge intensive environments often emerge rather than following predefined steps. Supporting emergent processes is one of the key issues for collaborative knowledge sharing. This paper first introduces a component-based workspace metamodel used to support emergent processes. A loose-coupled collaborative process management model WorkPath is proposed based on the workspace structure to support flexible process evolution management and coordination among processes. Key elements that construct workspace and WorkPath, such as role, action, artifact, workspace and reference relation, are described in detail. An implementation prototype and future work is also discussed at the end of the paper.

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The challenge of human-computer interaction forces educationalists to think of new ways to understand the social, historical and contextual nature of learning. Discussion and exchange of ideas enable learners to learn together. However, the granularity of the Webbased learning context is extensive; consequently, e- Courseware design faces new dilemmas. Only through targeted research will it be known with any certainty whether Web-based learning gives rise to a new type of learning dissonance [1]. It has been proposed that converged theoretical paradigms that underpin particular digitised or context-mediated learning systems are forcing learners into new ways of thinking [2]. This paper presents an overview of the plans for an experimental project designed to understand the ontological requirements for experiential instructional environments. This project is a joint research initiative involving three Universities in the Asia/Pacific region. Results will be used to inform educationalists interested in developing instructional strategies for a global community.

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Food policy interventions are an important component of obesity-prevention strategies and can potentially drive positive changes in obesogenic environments. This study sought to identify regulatory interventions targeting the food environment, and barriers/facilitators to their implementation at the Australian state government level. In-depth interviews were conducted with senior representatives from state/territory governments, statutory authorities and non-government organizations (n = 45) to examine participants’ (i) suggestions for regulatory interventions for healthier food environments and (ii) support for pre-selected regulatory interventions derived from a literature review. Data were analysed using thematic and constant comparative analyses. Interventions commonly suggested by participants were regulating unhealthy food marketing; limiting the density of fast food outlets; pricing reforms to decrease fruit/vegetable prices and increase unhealthy food prices; and improved food labelling. The most commonly supported preselected interventions were related to food marketing and service. Primary production and retail sector interventions were least supported. The dominant themes were the need for whole-of-government and collaborative approaches; the influence of the food industry; conflicting policies/agenda; regulatory challenges; the need for evidence of effectiveness; and economic disincentives. While interventions such as public sector healthy food service policies were supported by participants, marketing restrictions and fiscal interventions face substantial barriers including a push for deregulation and private sector opposition.

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The QS and construction industry is uniquely impacted by project-based work environments. This creates special challenges for collaborative, work-integrated education of pre-professional students. This research is based on investigating the attitudes of employer’s towards the use of formally assessed internships. The study comprised two stages- firstly a series of pilot interviews were undertaken with employers to test a number known issues and secondly, the results from the interviews were used to refine a set of questions that were put to a large focus group of employers who were invited from across the property and construction sector in Australia. The results showed that many employer organisations expressed considerable goodwill towards collaborative education with universities. However, the challenges caused by project-based work environments restrict employers' ability to provide comprehensive learning opportunities. This research discusses some of the distinctive issues associated with work-integrated learning in the construction industry and proposes some potential opportunities for overcoming these restrictions.

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Canada and Australia are countries with substantial coastal zones which provide significant economic, social and environmental benefits and opportunities. The coastal zones of Canada and Australia also share significant threats such as, pollution, loss of biodiversity, and climate change, while also facing different challenges that are unique to their particular contexts. Effective management of such zones therefore represents a considerable challenge because of the: complexity of biophysical processes; multiple threats faced; uncertainties associated with understandings of such processes and threats, and the multiple jurisdictions and stakeholder viewpoints as to how such environments should be managed. Further, coasts and the sustainability of coastal resources and ecosystems have been argued to represent ‘wicked problems’ such that their governability is called into question. Therefore drawing on recent experiences in coastal policy, planning and governance in Newfoundland, Canada, and Victoria, Australia, this paper assesses the adequacy of current approaches to coastal governance in the two jurisdictions. In doing so we draw on recent policy and governance literature to consider whether coastal policy, planning and governance in Newfoundland and Victoria, reflect a collaborative, neoliberal, or business as usual (ad hoc, top down) approach. Based on such an assessment we consider the prospects for more integrated coastal zone management in each jurisdiction, as well as broader implications for governance and the resilience of coastal systems. It is argued that while both jurisdictions would benefit from a more collaborative approach, the mechanisms for bringing about such an approach would vary and will not come easily in light of institutional and historic barriers.

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This paper reports on the participation of higher education students and educators in blended immersive multi user virtual (MUVE) environments and real life teaching and learning experiences. Selected next generation technologies engage students and educators within the virtual socially networked elearning landscape of Deakin Arts Education Centre , and support the interaction of communities of learners in multiple modes, ranging from text and images accessed within the Deakin Studies Online learning management system to the "through the looking glass" virtual world in which the user’s creative imagination transports them to the “other side“ of their computer screens.

These constructed environments enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools, and represent themselves through avatars, to communicate with other participants and participate in collaborative art learning.