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Innovative Designs with Social, Mobile and Wearable Technologies for Creative Teaching and Learning 创新设计与社会,移动和可穿戴技术的创造性教学和学习
IF 1.3 Q1 Engineering Pub Date : 2015-03-20 DOI: 10.55612/s-5002-024-001pfs
I. Buchem, I. Jahnke, Y. Mor, Dimitris Apostolou
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引用次数: 0
Peer-to-Peer Exchange and the Sharing Economy: Analysis, Designs, and Implications 点对点交换与共享经济:分析、设计与启示
IF 1.3 Q1 Engineering Pub Date : 2015-03-20 DOI: 10.55612/s-5002-024-001psi
John Millar Carroll, V. Bellotti
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引用次数: 6
The Design of TeL with Evidence and Users 具有证据和用户的电子电话的设计
IF 1.3 Q1 Engineering Pub Date : 2014-12-20 DOI: 10.55612/s-5002-023-001psi
J. Corchado, Fernando De la Prieta Pintado, Tania Di Mascio, R. Gennari, P. Vittorini
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引用次数: 0
Social Behaviors and Learning in Smart Communities 智能社区中的社会行为和学习
IF 1.3 Q1 Engineering Pub Date : 2014-09-20 DOI: 10.55612/s-5002-022-001psi
M. Dascalu, Philippe Dessus, Nicolae Nistor, Stefan Trausan-Matu
Smart communities are at the heart of social innovation. Based on networks of people and knowledge, these communities are able to foster social knowledge building. Moreover, this social knowledge building process may produce through interaction more adequate and improved decision-making processes; focusing on work, learning, or policy definition. Smart communities’ analysis and benchmarking is of paramount importance for investigating the evolution of each community, and for producing models of social interaction, knowledge building and learning that concurrently create the basis of collective intelligence.Against this background, this special issue of the IxD&A journal brings together four educational technology studies covering different facets of smart communities, with an emphasis on their underlying technologies. The authors discuss the phenomenon as follows. In first article in this issue, “Designing Smart Knowledge Building Communities”, Ambar Murillo Montes de Oca, Nicolae Nistor (Ludwig-Maximilians-Universitat Munchen, Germany), Mihai Dascalu and E˜tefan Trausan-Matu (University Politehnica of Bucharest, Romania) take a larger perspective on knowledge building communities (KBC). KBCs represent environments where participants are engaged in collaborative discourse, along with the development and the use of conceptual artifacts, while the collective knowledge base is gradually being expanded upon. Automatic tools are suggested for such communities in order to foster and monitor the development and use of collaborative discourse and conceptual artifacts. Finally, recommendations for the design of smart KBCs are provided. In keeping with the previous definition of KBC, in the article “Newcomer Integration in Online Knowledge Building Communities: Automated Dialogue Analysis in Integrative vs. Non-Integrative Blogger Communities” the authors Nicolae Nistor (Ludwig-Maximilians-Universitat Munchen, Germany), Costin-Gabriel Chiru (University Politehnica of Bucharest, Romania) and Nicolas Bresser (Universitat der Bundeswehr, Munchen, Germany) search for predictors of newcomer integration in existing KBCs by employing an automated analysis tool for comparing two dialogues in terms of lexical chain occurrences and inter-animation moments. Further on, Zinayida Petrushyna, Ralf Klamma and Matthias Jarke (Rheinisch-Westfalische Technische Hochschule Aachen, Germany) in their article “The Impact of Culture On Smart Community Technology: The Case of 13 Wikipedia Instances” perceive smart communities as being capable of providing themselves with technologies for monitoring social behaviors inside communities. Nevertheless, the underlying technologies that support knowledge building should consider the cultural background of community members. Since users with different cultural backgrounds build knowledge in different ways, social network analysis can be employed to define the different requirements for the technologies used in smart communities acro
智慧社区是社会创新的核心。基于人和知识的网络,这些社区能够促进社会知识建设。此外,这种社会知识建设过程可以通过互动产生更充分和改进的决策过程;专注于工作、学习或政策定义。智能社区的分析和基准测试对于调查每个社区的演变,以及产生社会互动、知识建设和学习的模型至关重要,这些模型同时创建了集体智慧的基础。在此背景下,本期IxD&A期刊的特刊汇集了四项教育技术研究,涵盖了智能社区的不同方面,重点介绍了它们的基础技术。作者对这一现象作了如下讨论。在本期的第一篇文章“设计智能知识建筑社区”中,Ambar Murillo Montes de Oca、Nicolae Nistor(德国慕尼黑大学)、Mihai Dascalu和E ' t tefan Trausan-Matu(罗马尼亚布加勒斯特Politehnica大学)对知识建筑社区(KBC)进行了更广泛的研究。kbc代表了参与者参与协作话语的环境,伴随着概念性工件的开发和使用,而集体知识库正在逐渐扩展。建议为这些社区使用自动工具,以促进和监视协作话语和概念工件的开发和使用。最后,对智能KBCs的设计提出了建议。根据之前对KBC的定义,在“在线知识建设社区中的新人整合”一文中:作者Nicolae Nistor (Ludwig-Maximilians-Universitat Munchen,德国),Costin-Gabriel Chiru(罗马尼亚布加勒斯特Politehnica大学)和Nicolas Bresser (Universitat der Bundeswehr,德国慕尼黑)通过使用自动分析工具来比较两种对话在词汇链出现和动画间时刻方面的情况,寻找现有KBCs中新人融入的预测因素。此外,Zinayida Petrushyna、Ralf Klamma和Matthias Jarke(德国莱茵-威斯特法利斯理工大学亚琛分校)在他们的文章《文化对智能社区技术的影响:13个维基百科实例的案例》中认为,智能社区能够为自己提供监控社区内社会行为的技术。然而,支持知识构建的底层技术应该考虑社区成员的文化背景。由于不同文化背景的用户以不同的方式构建知识,因此可以使用社会网络分析来定义不同文化背景下智能社区中使用的技术的不同需求。采用不同的观点,Thomas Kohler, Sander Munster和Lars Schlenker(德国德累斯顿工业大学)在他们的论文《虚拟现实中的智能社区》中进行了尝试。“学术教育设计方法的比较”,通过采用“虚拟现实”(VR)来定义智能社区,其中潜在的教育场景特别令人感兴趣。总的来说,VR提供了在沟通和协作过程中的社交互动方面创造复杂学习和工作环境的可能性。随后,智慧社区还应该建立VR生态系统,同时为各种利用ICT进行教学的教育社区提供支持。除了广泛采用信息通信技术之外,智能社区还可以从虚拟现实技术的使用中获益,以弥合成员合作中的空间和时间差距。总而言之,自然语言处理技术、话语分析、社交网络分析、虚拟现实和其他分析工具共同勾勒出一个全面的工具包,旨在捕捉智能社区中发生的社交互动和学习过程的多个方面。
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引用次数: 2
Elementary Students’ View of Collaborative Knowledge Building in LearningVillages 小学生对学习村合作知识建构的看法
IF 1.3 Q1 Engineering Pub Date : 2014-06-20 DOI: 10.55612/s-5002-021-003
Morris Siu-yung Jong
LearningVillages (LV) is an online game-based virtual learning environment. It aims at facilitating elementary students to pursue social inquiry learning and hence attain collaborative knowledge building (CKB). LV operates in the form of massively multi-player online role-play gaming. Different villages in this “virtual world” represent different societal issues. To embark on the development of a village, students have to inquire collaboratively into the issue therein. Besides delineating the pedagogical design of LV, this paper also discusses our quantitative study on investigating the CKB affordance of this educational innovation from the student perspective (involving 229 elementary students in Hong Kong). Results showed that LV brought desirable CKB experience to the students in general. On top of that, we found the students with low academic achievement held a more positive perception (i.e. the affordance of LV in facilitating CKB) than the students with high and moderate achievement did.
LearningVillages (LV)是一个基于网络游戏的虚拟学习环境。它旨在促进小学生进行社会探究性学习,从而实现协作性知识建设。LV以大型多人在线角色扮演游戏的形式运营。在这个“虚拟世界”中,不同的村庄代表着不同的社会问题。要走上乡村发展的道路,学生必须共同探讨乡村发展的问题。本文除了描述LV的教学设计外,还讨论了我们从学生的角度(涉及香港229名小学生)对这一教育创新的CKB提供性进行的定量研究。结果表明,LV给学生带来了良好的CKB体验。此外,我们发现学业成绩低的学生比学业成绩高和中等的学生拥有更积极的感知(即LV在促进CKB方面的作用)。
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引用次数: 0
Design for children and older people – Educating the Next Generation of Designers 为儿童和老年人设计-教育下一代设计师
IF 1.3 Q1 Engineering Pub Date : 2014-06-20 DOI: 10.55612/s-5002-021-001psi
C. Calefato, E. Eriksson, Chiara Ferrarini, O. Torgersson
This special issue of the IxD&A journal focuses on design for children and older people, both in teaching and in design practice. The aim is to expand the results from the DEVICE project (DEVICE - DEsign for Vulnerable generatIons – Children and Elderly) and from the workshops “Show me yours, and I’ll show you mine – Teaching design for children and the elderly” held at the The 2nd International Conference for Design Education Researchers in Oslo 2013 and “Curriculum or not – Show us how you teach Interaction Design & Children!” held at the IDC - Interaction Design & Children 2014 conference in Aarhus. This goal is achieved by discussing issues related to the involvement of children and older people in Interaction Design, aiming also at a better understanding of the underlying concerns and potentials in this realm. This special issue thus represents an attempt to collect and share the contributions of educators, researchers, designers and practitioners regarding teaching designers Interaction Design for children and older people. In addition, it tries to foster the sharing of best practices and methods, and to encourage a discussion in the relevant academic and professional communities. Despite the fact that a growing interest is targeting the needs of children and older people in design processes, only little research and debate have been devoted to developing teaching modules for design methods and practices aiming at covering these particular tasks. Our main concern is thus focused onto the risk that a gap between the accumulation of knowledge in the field and the transfer of this knowledge to new generations of designers could emerge and grow at a greater pace compared to the efforts put in place to fill it in.
本期IxD&A杂志特别关注儿童和老年人的设计,包括教学和设计实践。其目的是扩大DEVICE项目(DEVICE -为弱势群体设计-儿童和老人)的成果,以及2013年在奥斯陆举行的第二届国际设计教育研究人员会议上举行的研讨会“展示你的,我将展示我的-为儿童和老人教学设计”的成果,以及“课程与否-向我们展示你如何教授交互设计与儿童!”在奥胡斯举行的IDC交互设计与儿童2014年会议上。这一目标是通过讨论儿童和老年人参与交互设计的相关问题来实现的,旨在更好地理解这一领域的潜在问题和潜力。因此,这一期特刊试图收集和分享教育工作者、研究人员、设计师和实践者关于儿童和老年人交互设计教学的贡献。此外,它还试图促进最佳实践和方法的分享,并鼓励在相关的学术和专业社区进行讨论。尽管人们对儿童和老年人在设计过程中的需求越来越感兴趣,但只有很少的研究和辩论致力于开发旨在涵盖这些特定任务的设计方法和实践的教学模块。因此,我们主要关注的风险是,在该领域的知识积累和将这些知识转移给新一代设计师之间的差距可能会出现,并且与填补这一差距的努力相比,差距会以更快的速度增长。
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引用次数: 1
Games for learning 学习游戏
IF 1.3 Q1 Engineering Pub Date : 2013-12-20 DOI: 10.55612/s-5002-019-001psi
E. Dimaraki, Ginevra Castellano, K. Karpouzis, Rilla Khaled
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引用次数: 0
Designing Serious Games for getting transferable skills in training settings 设计严肃的游戏,以获得培训设置中的可转移技能
IF 1.3 Q1 Engineering Pub Date : 2013-12-20 DOI: 10.55612/s-5002-019-004
Félix Buendía García, Sol García Martínez, Eva M. Navarrete Ibañez, M. J. Cervelló Donderis
Nowadays, serious games are present in almost every educational context. The current work deals with the design of serious games oriented towards getting transferable skills in different kinds of training settings. These games can be a valuable way of engaging citizens and workers in the learning process by means of metaphors or similar mechanisms close to their user experience. They also contain an encouragement factor to uptake generic job competencies. An approach is proposed to develop this type of game by mixing traditional design steps with an instructional strategy to provide structured learning bites in training settings. Several game prototypes have been developed to test this approach in the context of courses for public employees. The obtained outcomes reveal the wider possibilities of serious games as educational resources, as well as the use of game achievements to evaluate the acquisition of transferable skills.
如今,严肃游戏几乎出现在所有教育环境中。目前的工作涉及严肃游戏的设计,旨在在不同的训练环境中获得可转移的技能。这些游戏可以通过隐喻或类似的机制让市民和员工参与到学习过程中,这是一种很有价值的方式。它们还包含一个鼓励因素,以获得一般的工作能力。本文提出了一种方法来开发这种类型的游戏,将传统的设计步骤与教学策略相结合,在培训环境中提供结构化的学习内容。一些游戏原型已经被开发出来,在公共雇员课程的背景下测试这种方法。获得的结果揭示了严肃游戏作为教育资源的更广泛可能性,以及使用游戏成就来评估可转移技能的获得。
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引用次数: 0
Children with Motor Impairments Play a Kinect Learning Game: First Findings from a Pilot Case in an Authentic Classroom Environment 运动障碍儿童玩Kinect学习游戏:真实课堂环境中试点案例的初步发现
IF 1.3 Q1 Engineering Pub Date : 2013-12-20 DOI: 10.55612/s-5002-019-007
S. Retalis, Michalis Boloudakis, Giannis Altanis, Nikos Nikou
This paper presents the first very positive findings from an empirical study about the effectiveness of the use of a Kinect learning game for children with gross motor skills problems and motor impairments. This game follows the principles of a newly presented approach, called Kinems, which advocates that special educators and therapists should use learning games that via embodied touchless interaction – thanks to the Microsoft Kinect camera- children with dyspraxia and other related disorders such as autism, Asperger’s Syndrome, and Attention Deficit Disorder, can improve related skills. Several Kinems games have been proposed (http://www.kinems.com). These games are innovative and are played with hand and body gestures. Kinems suggests that games should be highly configurable so that a teacher can modify the settings (e.g. difficult level, time settings, etc.) for the individual needs of each child. Also, a teacher should have access to kinetic and learning analytics of the child’s interaction progress and achievements should be safely stored and vividly presented.
本文介绍了一项实证研究的第一个非常积极的发现,该研究是关于使用Kinect学习游戏对有大肌肉运动技能问题和运动障碍的儿童的有效性。这款游戏遵循了一种名为Kinems的新方法的原则,该方法提倡特殊教育者和治疗师应该使用学习游戏,通过非接触式互动(感谢微软Kinect摄像头),患有运动障碍和其他相关疾病(如自闭症、阿斯伯格综合症和注意力缺陷障碍)的儿童可以提高相关技能。一些Kinems游戏已经被提议(http://www.kinems.com)。这些游戏很有创意,用手和身体的手势来玩。Kinems建议游戏应该是高度可配置的,这样老师就可以根据每个孩子的个人需求修改设置(如难度、时间设置等)。此外,教师应该有机会获得动态和学习分析的孩子的互动进展和成就应该安全地存储和生动地呈现。
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引用次数: 68
Culture of Participation in the Digital Age Empowering – End Users to Improve their Quality of Life 参与数码时代的文化赋权-终端用户改善生活品质
IF 1.3 Q1 Engineering Pub Date : 2013-09-20 DOI: 10.55612/s-5002-018-001psi
David Díez Cebollero, A. Mørch, A. Piccinno, S. Valtolina
This special issue of the IxD&A journal intends to expand the results of the workshop CoPDA 2013 (http://homes.di.unimi.it/cslab/copda). Digital Age is defined by the use of technology to support the way people communicate and interact in their everyday and working lives. Digital age therefore offers new and exciting opportunities to people, but it also presents new challenges to researchers and designers. Issues such as utility, efficiency, productivity, trust and other human values should be considered in a holistic sense oriented to enhance the 'quality of life' of people. The goal of this workshop is to promote the study of the new realities provided by the emerging of digital age. The following questions will be explored (but no limited to):
本期IxD&A杂志特刊旨在扩大CoPDA 2013研讨会(http://homes.di.unimi.it/cslab/copda)的成果。数字时代的定义是使用技术来支持人们在日常和工作生活中的沟通和互动方式。因此,数字时代为人们提供了新的和令人兴奋的机会,但它也给研究人员和设计师带来了新的挑战。诸如效用、效率、生产力、信任和其他人类价值等问题应在整体意义上加以考虑,以提高人们的“生活质量”。本次研讨会的目的是促进对数字时代的新现实的研究。以下问题将被探讨(但不限于):
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引用次数: 0
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Interaction Design and Architectures
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