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…

Cooperative learningInterpersonal relationshipAsynchronous communicationComputingMilieux_PERSONALCOMPUTINGDevelopmental and Educational PsychologyStatistical analysista516Serious gameComputer-mediated communicationPsychologySocial psychologyEducationInternational Journal of Game-Based Learning
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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…

Cooperative learningKnowledge managementbusiness.industry05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTING050301 educationGame based learning050801 communication & media studiesExperiential learningLearning sciences0508 media and communicationsParadigm shiftSocial collaborationbusinessPsychology0503 education
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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…

Cooperative learningoppimisympäristömedia_common.quotation_subjectproblem-focused educationExperiential learningdigital storytellingLiteracyEducationkontekstuaalisuuspelillistäminen3D virtual learning environmentsPedagogyNarrativemedia_commonDigital storytellingongelmalähtöinen oppiminen05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTINGmulti-user virtual environments050301 educationlibraryimmersive learning environmentsGamificationComputer Science ApplicationsMedia- ja viestintätieteet - Media and communicationssecond lifekirjastotperuskoulu3D Virtual Immersive Learning Environments0509 other social sciences050904 information & library sciencesPsychology0503 educationEducational programStorytelling
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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…

Coronavirus disease 2019 (COVID-19)InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)hyvinvointico-participationlapset (ikäryhmät)preschoolEducationMultimodalityDevelopmental psychologywell-beingylisukupolvisuus0501 psychology and cognitive sciencesSocial mediamultimodalitymultimodaalisuusosallistuminenModality (human–computer interaction)intergenerational storytelling05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 educationCitizen journalismesikouluinclusionWell-beingPsychology0503 educationInclusion (education)kielellinen vuorovaikutusinkluusioikääntyneet050104 developmental & child psychologyStorytelling
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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…

Cours d'actionCompetitionComputingMilieux_PERSONALCOMPUTINGAnalyse de l'activité[SHS.PSY]Humanities and Social Sciences/PsychologyActivity AnalysisTennis de tableTable Tennis[SHS.PSY] Humanities and Social Sciences/Psychology[ SHS.PSY ] Humanities and Social Sciences/PsychologyCourse of ActionCompétitionTrainingCourse of Action.Entraînement
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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...

Cultural StudiesComputingMilieux_THECOMPUTINGPROFESSIONbusiness.industryRomanian05 social sciencesComputingMilieux_PERSONALCOMPUTING050209 industrial relationsMedia studies050801 communication & media studiesCapitalismlanguage.human_languageDigital mediaGender Studies0508 media and communicationsArts and Humanities (miscellaneous)Work (electrical)Political science0502 economics and businesslanguagebusinessDemographyGender, Place & Culture
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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…

Cultural StudiesLinguistics and LanguageInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)social media050801 communication & media studiesLanguage and LinguisticsMultimodalityInformationSystems_MODELSANDPRINCIPLES0508 media and communicationsSemioticsSocial mediaSociologymultimodality060201 languages & linguisticssoftwareCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTING06 humanities and the artsSocial practiceSocial semioticsEpistemologySemiotic technology0602 languages and literatureInstagramsocial practiceSocial Semiotics
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“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…

Cultural StudiesPridetelevisioelektroninen urheilumedia_common.quotation_subject518 Media and communicationsOverwatch050801 communication & media studiesbroadcastingEntertainment0508 media and communicationsBroadcasting (networking)sportificationurheiluArts and Humanities (miscellaneous)Political scienceMainstreamta616Relation (history of concept)Applied Psychologymedia_commonCommunicationmedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGMedia studies050301 educationHuman-Computer InteractionFIFAAnthropology0503 educationdigitaaliset pelitGames and Culture
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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...

Cultural StudiesSocial PsychologyOrder (business)Tourism Leisure and Hospitality Management0502 economics and business05 social sciencesGeography Planning and DevelopmentComputingMilieux_PERSONALCOMPUTING050211 marketingSociologyMarketing050212 sport leisure & tourismAnnals of Leisure Research
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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…

Discourse analysismedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGAdventureComputer Science ApplicationsEducationInterpersonal tiesInterpersonal relationshipContent analysisConversationMultiplayer gamePsychologySocial psychologyGame theorymedia_commonInteractive Learning Environments
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