964 resultados para online society


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This paper examines the various ways in which students reflect on their very recent experiences in collaborating in an online e-learning environment. Wikis, fully editable Websites, are easily accessible, require no software and allow its contributors, in these case students, to feel a sense of responsibility and ownership. Wikis are everywhere, but, unfortunately, the online literature has not yet begun to focus enough on wikis (Mattison 2003). Whereas students are used to the WebCT based university Elearning environment, Deakin Studies Online (DSO), this case study, completed in Nov 2004, was conducted to test the wiki platform as a means of online collaboration in the tertiary education environment. A full analysis of the results is presented, as are recommendations for improving the platform in an effort to employ wikis and utilize them to their full and absolute potential.

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In recent years there has been a significant shift in the way courses and subjects are delivered to students in tertiary institutions. Advances in technology have resulted in a change to the traditional face-to-face lecture and tutorial teaching format, with many subjects in tertiary education now available online. Although research has explored the advantages and disadvantages of online learning, there has been little attention paid to this teaching format in the field of environmental science. In particular, there is little evidence in the literature to suggest that this method of teaching is appropriate for studies in environmental science or for environmental science students. This study examined the outcomes from a wholly online subject in environmental science at Deakin University, Australia. More specifically, the study aimed to investigate student views about online learning in environmental science as well as online group work. Questionnaires were distributed to all students who completed the core second year subject Society and Environment in semester 1, 2005. Although many of the responding students (n = 48) recognised the benefits of wholly online learning, the findings suggest that most prefer to learn in a face-to-face environment. This paper examines the implications of these findings for future online teaching methods in this discipline.

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Compulsory online pre-laboratory exercises were required of non-major, first-year university chemistry students in response to poor student preparation for laboratory sessions. The online pre-laboratory exercises were designed to be straightforward, endeavoring to help students maximize the benefits of the introductory laboratory class. Diagrams and pictures were included in the exercises to improve descriptions. Students were allowed multiple attempts with immediate feedback provided to help them learn from their mistakes. The study is a descriptive account of students' perceptions of the impact of online pre-laboratory exercises on their learning. Students recognized the value of the exercises in improving their organization, their preparedness for the laboratory class, and their understanding of the chemistry concepts of the weekly experiments. The increased flexibility of doing pre-laboratory exercises online and the increased feedback to students were two important aspects of this project that nearly all students recognized as being beneficial to their learning.

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The paper examines the implementation of institutional policy relating to mandating wholly online study at the undergraduate level in an Australian higher education institution. The realities of the ‘choice’ provided to teaching staff in designing such units, and students in studying in this mode, are considered. Staff members’ design experiences are reported, and data collected through the surveying of students’ experiences in learning wholly online are analysed. The value students attributed to various aspects of the wholly online learning experience is outlined. Observations are made more generally about the uniqueness of wholly online teaching and learning environments in mandated contexts, and where policy and practice developments may evolve in the future.

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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.