Search results for "ComputingMilieux_PERSONALCOMPUTING"
showing 10 items of 256 documents
Perceived Sociability and Social Presence in a Collaborative Serious Game
2013
Collaborative serious games have proven to have the potential to support joint knowledge construction, and there is a growing interest in applying such games to promote high-level learning. However, most of the existing studies have focused on the effects of functional, task-specific support while ignoring the social aspects of collaborative learning. This study is one aim to fill in the knowledge gap in order to understand how learners experience educational games as a means of social interaction and collaboration. The findings indicated that the game environment facilitated and supported players’ socio-emotional processes by eliciting students’ social presence and sociability. This has be…
Learning from Social Collaboration
2017
This chapter focuses on the challenge of evaluating game-based learning. It argues that linking game-based learning with the characteristics of a specific game or game-produced engagement is challenging. It further proposes a framework in which the game-based learning process is approached by considering (business) simulation games as Computer-Supported Collaborative Learning (CSCL) environments and presents an approach on how learning can be approached and evaluated from this perspective. In addition, it highlights how simulation game mechanics appears to be a potential way to promote learners' socio-emotional processes and give rise to social interaction and to structure collaboration amo…
The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling
2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…
Co-participatory multimodal intergenerational storytelling : preschool children’s relationship with modality creating elder inclusion
2021
The COVID-19 crisis has highlighted elderly people as a vulnerable and excluded community, and connecting to the younger social media generation requires a shift in intergenerational storytelling performance. Recent research on multimodality has emphasized its benefits for the interactional process in storytelling. This study examines three aspects of storytelling – participation, multimodality, and emotional interaction – and uses co-creation and multimodal discourse analysis to investigate two questions: (1) To what extent can intergenerational storytelling benefit older people’s community engagement? (2) In a globalized world, how do children’s relationships with modalities create new l…
Un programme de recherche articulant analyse de l'activité en situation et conception d'aides à la performance : un exemple en entraînement sportif d…
2006
A research program combining the analysis of situated activity and the development of training tools: an example from elite sport This article presents an original program that combines research and This article presents an original program that combines research and training development. Between 1997 and 2002, several studies of the activity of expert table tennis players during matches were carried out within the framework of course-of-action theory (Theureau, 1992, 2004). These studies had been formally agreed on by coaches, athletes and researchers and responded to both sports needs and scientific interests. Matches were videotaped during international meetings and followed by self-conf…
Flexi(nse)curity in adult webcamming: Romanian women’s experiences selling digital sex services under platform capitalism
2021
The global sex industry has undergone a tremendous transformation, and many different forms of commercial sex have emerged with the growth of digital media. The advent of ‘platform work’ in diverse...
Studying social media as semiotic technology: a social semiotic multimodal framework
2018
How do we study social media technology? While social semiotics provides an extensive toolkit for analysing multimodal texts and semiotic practices, the study of social media as semiotic technology poses a significant challenge to existing research methodologies. In this article, we present a social semiotic framework that allows us to describe in analytical details the multimodal meaning potentials offered by digital social media technology and connect these to multimodal text-making and semiotic practices while underscoring the role of technology. Our framework is organized around seven interrelated and inherently informed dimensions: (1) multimodality, (2) practice, (3) the social, (4) m…
“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016
2020
While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast…
Continuous play: leisure engagement in competitive fighting games and taekwondo
2021
In order to better understand the development of play and games in modern lives, this article examines two competitive leisure groups: digital fighting game players and traditional taekwondo practi...
Group-level analysis on multiplayer game collaboration: how do the individuals shape the group interaction?
2010
In this study, the aim was to examine how small-group collaboration is shaped by individuals interacting in a virtual multiplayer game. The data were collected from a design experiment in which six randomly divided groups of four university students played a voice-enhanced game lasting about 1 h. The ‘eScape’ game was a social action adventure developed as a part of the study. In the analysis of the video data, students' discourse functions during the game were analysed with content analytic methods for studying the nature of their interaction. An effort was made to analyse the data on both group and individual levels, and therefore the participants' prior social ties and experience in gami…