Student-Teacher Interaction in Online Learning Environments
ERIC Educational Resources Information Center
Wright, Robert D., Ed.
2015-01-01
As face-to-face interaction between student and instructor is not present in online learning environments, it is increasingly important to understand how to establish and maintain social presence in online learning. "Student-Teacher Interaction in Online Learning Environments" provides successful strategies and procedures for developing…
ERIC Educational Resources Information Center
Kang, M.; Im, T.
2013-01-01
Interaction in the online learning environment has been regarded as one of the most critical elements that affect learning outcomes. This study examined what factors in learner-instructor interaction can predict the learner's outcomes in the online learning environment. Learners in K Online University participated by answering the survey, and data…
ERIC Educational Resources Information Center
Salmi, Laura
2013-01-01
Interaction and community building are essential elements of a well functioning online learning environment, especially in learning environments based on investigative learning with a strong emphasis on teamwork. In this paper, practical solutions covering quality criteria for interaction in online education are presented for a simple…
Assessing the Use of Instant Messaging in Online Learning Environments
ERIC Educational Resources Information Center
Contreras-Castillo, Juan; Perez-Fragoso, Carmen; Favela, Jesus
2006-01-01
There is a body of evidence supporting the claim that informal interactions in educational environments have positive effects on learning. In order to increase the opportunities of informal interaction in online courses, an instant messaging tool, called CENTERS, was developed and integrated into online learning environments. This tool provides…
ERIC Educational Resources Information Center
Ingerham, Laura
2012-01-01
Recent studies of online learning environments reveal the importance of interaction within the virtual environment. Abrami, Bernard, Bures, Borokhovski, and Tamim (2011) identify and study 3 types of student interactions: student-content, student-teacher, and student-student. This article builds on this classification of interactions as it…
ERIC Educational Resources Information Center
Rhode, Jason F.
2009-01-01
This mixed methods study explored the dynamics of interaction within a self-paced online learning environment. It used rich media and a mix of traditional and emerging asynchronous computer-mediated communication tools to determine what forms of interaction learners in a self-paced online course value most and what impact they perceive interaction…
ERIC Educational Resources Information Center
Moreillon, Judi
2015-01-01
As more and more library and LIS education migrates to the online environment, college and university faculty are called upon to expand their pedagogy. Interactivity has been cited as one factor in attracting and retaining students in online courses and programs. LIS educators can reach outside the online learning management system (LMS) to…
ERIC Educational Resources Information Center
Kuo, Yu-Chun
2014-01-01
This study investigated student interaction, satisfaction, and performance in accelerated online learning environments with the use of an online learning course-management system. The interactions assessed in this study included learner-learner interaction, learner-instructor interaction, and learner-content interaction. The participants were…
Mobile e-Learning for Next Generation Communication Environment
ERIC Educational Resources Information Center
Wu, Tin-Yu; Chao, Han-Chieh
2008-01-01
This article develops an environment for mobile e-learning that includes an interactive course, virtual online labs, an interactive online test, and lab-exercise training platform on the fourth generation mobile communication system. The Next Generation Learning Environment (NeGL) promotes the term "knowledge economy." Inter-networking…
ERIC Educational Resources Information Center
Demir Kaymak, Zeliha; Horzum, Mehmet Baris
2013-01-01
Current study tried to determine whether a relationship exists between readiness levels of the online learning students for online learning and the perceived structure and interaction in online learning environments. In the study, cross sectional survey model was used. The study was conducted with 320 voluntary students studying online learning…
Analysis of Feedback Processes in Online Group Interaction: A Methodological Model
ERIC Educational Resources Information Center
Espasa, Anna; Guasch, Teresa; Alvarez, Ibis M.
2013-01-01
The aim of this article is to present a methodological model to analyze students' group interaction to improve their essays in online learning environments, based on asynchronous and written communication. In these environments teacher and student scaffolds for discussion are essential to promote interaction. One of these scaffolds can be the…
ERIC Educational Resources Information Center
Harrigan, Anne M.
2010-01-01
This study explored social presence and interactivity in an online undergraduate program designed for adult students. Although social presence and interactivity have been shown to be important contributors to student satisfaction, and therefore essential to student recruitment and retention in online programs, the ultimate goal for the examination…
ERIC Educational Resources Information Center
Khawaja, M. Asif; Prusty, Gangadhara B.; Ford, Robin A. J.; Marcus, Nadine; Russell, Carol
2013-01-01
Online interactive systems offer the beguiling prospect of an improved environment for learning at minimum extra cost. We have developed online interactive tutorials that adapt the learning environment to the current learning status of each individual student. These Adaptive Tutorials (ATs) modify the tasks given to each student according to their…
ERIC Educational Resources Information Center
Dorner, Helga
2012-01-01
This study examines online mentor roles and effects with the online mentoring process in computer-supported collaborative learning environments in communities of in-service teachers. Interest in the online mentors' activity encompassed their participation in the online interactions, the influence of their activity on participants' patterns of…
ERIC Educational Resources Information Center
Chan, Eveline; Unsworth, Len
2011-01-01
This paper presents the qualitative results of a study of students' reading of multimodal texts in an interactive, online environment. The study forms part of a larger project which addressed image-language interaction as an important dimension of language pedagogy and assessment for students growing up in a multimedia digital age. Thirty-two Year…
Factors Affecting Learners with Disabilities-Instructor Interaction in Online Learning
ERIC Educational Resources Information Center
Alamri, Abdulrahman; Tyler-Wood, Tandra
2017-01-01
Little research is available documenting the success of students with various types of disabilities in online classroom environments. This study investigates which factors associated with learners with disabilities impact student outcomes in an online learning environment. Forty learners with disabilities participating in online higher education…
Understanding the Construction of the Teaching Discourse in an On-Line Environment
ERIC Educational Resources Information Center
Silva, Juan
2013-01-01
The study of interactions regarding on-line environments for education is an area of research that has being developing during the last years in order to know the type of interactions that take place in discussion forums. Interactions analysis is important in order to know and to understand knowledge construction process in a virtual space.…
A Model for Student Adoption of Online Interactivity
ERIC Educational Resources Information Center
Karamanos, Neophytos; Gibbs, Paul
2012-01-01
Acknowledging the general difficulty of new e-learning pedagogical approaches in achieving wide acceptance and use, the study described in this article examines a class of MBA students' adoption of a proposed online interactive learning environment. To this end, a web-based, case-based constructivist learning environment was developed, embedding…
ERIC Educational Resources Information Center
Featro, Susan Mary
2012-01-01
The study gathered data on learning styles, technical comfort level, age, gender, and undergraduate or graduate status to determine if these are predictors of student satisfaction in online learning environments. Student satisfaction was considered in terms of learner-content interaction, learner-instructor interaction, learner-learner…
A Study of the Predictive Relationship between Online Social Presence and ONLE Interaction
ERIC Educational Resources Information Center
Tu, Chih-Hsiung; Yen, Cherng-Jyh; Blocher, J. Michael; Chan, Junn-Yih
2012-01-01
Open Network Learning Environments (ONLE) are online networks that afford learners the opportunity to participate in creative content endeavors, personalized identity projections, networked mechanism management, and effective collaborative community integration by applying Web 2.0 tools in open environments. It supports social interaction by…
Evaluating the Quality of Interaction in Asynchronous Discussion Forums in Fully Online Courses
ERIC Educational Resources Information Center
Nandi, Dip; Hamilton, Margaret; Harland, James
2012-01-01
Fully online courses are becoming progressively more popular because of their "anytime anywhere" learning flexibility. One of the ways students interact with each other and with the instructors within fully online learning environments is via asynchronous discussion forums. However, student engagement in online discussion forums does not…
Cognitive Attainment in Online Learning Environments: Matching Cognitive and Technological Presence
ERIC Educational Resources Information Center
Gregori, Elena; Torras, Eulalia; Guasch, Teresa
2012-01-01
To know whether students' achievements are the result of online interaction and not just a consequence of individual differences themselves, it seems essential to link the cognitive results to the students' online behavior (technological presence). In technological presence, interaction is based on the degree in which the online student senses the…
ERIC Educational Resources Information Center
Kartoglu, Ümit; Vesper, James L.; Reeves, Thomas C.
2017-01-01
The World Health Organization converted an award-winning experiential learning course that takes place on a bus traveling down the "cold chain" for time- and temperature-sensitive pharmaceutical products in Turkey to an online interactive learning environment through design-based research. Similarities and differences in the objectives…
Students' Self-Regulation for Interaction with Others in Online Learning Environments
ERIC Educational Resources Information Center
Cho, Moon-Heum; Kim, B. Joon
2013-01-01
The purpose of this study was to explore variables explaining students' self-regulation (SR) for interaction with others, specifically peers and instructors, in online learning environments. A total of 407 students participated in the study. With hierarchical regression model (HRM), several variables were regressed on students' SR for interaction…
Creating a Community of Inquiry in Online Library Instruction
ERIC Educational Resources Information Center
Rapchak, Marcia E.
2017-01-01
According to the Community of Inquiry (CoI) model (Garrison, Anderson, & Archer, 2000), an enriching educational experience online in a collaborative learning environment requires three interdependent elements: social presence, teaching presence, and cognitive presence. Social presence provides interaction in the online environment that allows…
The Nature and Level of Learner-Learner Interaction in a Chemistry Massive Open Online Course (MOOC)
ERIC Educational Resources Information Center
Tawfik, Andrew A.; Reeves, Todd D.; Stich, Amy E.; Gill, Anila; Hong, Chenda; McDade, Joseph; Pillutla, Venkata Sai; Zhou, Xiaoshu; Giabbanelli, Philippe J.
2017-01-01
Similar to other online courses, massive open online courses (MOOCs) often rely on learner-learner interaction as a mechanism to promote learning. However, little is known at present about learner-learner interaction in these nascent informal learning environments. While some studies have explored MOOC participant perceptions of learner-learner…
ERIC Educational Resources Information Center
Skylar, Ashley Ann
2009-01-01
Online learning environments are more prevalent in teacher education than ever before. In 2009, many instructors are attempting to emulate traditional instructional methods in the online learning environment as much as possible. Online courses are separated into two categories, (1) asynchronous; and (2) synchronous, depending on the nature of the…
Digital Struggles: Fostering Student Interaction in Online Writing Courses
ERIC Educational Resources Information Center
Virtue, Andrew
2013-01-01
Online pedagogical environments present a new set of challenges to instructors who teach them. One of those challenges, often present in online writing courses, is the lack of interaction between students with each other, the instructor, and the course itself. Instead, there is often a certain sense of isolation in online writing courses to the…
Role of Social Presence and Cognitive Absorption in Online Learning Environments
ERIC Educational Resources Information Center
Leong, Peter
2011-01-01
This article investigates the relationships between social presence, cognitive absorption, interest, and student satisfaction in online learning. A hypothesized structural equation model was developed to study these critical variables that may influence interaction in online learning environments. Contrary to expectations, the study determined…
Technology and Community Behavior in Online Environments
NASA Astrophysics Data System (ADS)
Blanchard, Anita L.; Markus, M. Lynne
The literature on virtual or online communities contains two largely disjoint bodies of scholarship. One, which we call the “communities” literature, is concerned primarily with the social and psychological processes observable within groups of people that interact regularly in online environments. The other, concerned primarily with the effects of technological environments on individual and group behavior, we call the “environments” literature.
ERIC Educational Resources Information Center
Cho, Moon-Heum; Jonassen, David
2009-01-01
Two studies focusing on the development and validation of the Online Self-Regulated Learning Inventory (OSRLI) were conducted. The OSRLI is a self-report instrument assessing the human interaction dimension of online self-regulated learning. It consists of an affect/motivation scale and an interaction strategies scale. In Study 1, exploratory…
Interaction: The Vital Conversation in Online Instruction
ERIC Educational Resources Information Center
Parker, Angie; Parker, Steve
2013-01-01
History has shown the importance of interaction in the online teaching/learning environment. The World Wide Web has allowed interaction to expand the cognitive process by facilitating the construction of personal knowledge. The web, however, has been both a challenge and an opportunity to interaction. This paper draws on the literature to…
ERIC Educational Resources Information Center
Messersmith, Amber S.
2015-01-01
Facilitating meaningful interaction among students is a significant challenge of teaching in the online environment. This paper presents a semester-long approach that enables quality interaction among group members within undergraduate online group communication courses while experiencing the challenges of working with geographically dispersed…
Relationship of Metacognitive Monitoring with Interaction in an Asynchronous Online Discussion Forum
ERIC Educational Resources Information Center
Topcu, Abdullah
2010-01-01
Monitoring one's own performance accurately is essential for information-processing and self-regulation, which are indispensable in an online learning environment. In this article, the effect of metacognitive monitoring (MM) on interaction in an asynchronous online discussion forum was investigated. Transcripts of this forum, which was integrated…
Increasing Student Interaction Online: A Review of the Literature in Teacher Education Programs
ERIC Educational Resources Information Center
Ravenna, Georgianna; Foster, Chris; Bishop, Carolyn
2012-01-01
Online education is one of the fastest growing trends in the use of technology. This study examined the role of student interaction in an online environment and implications for course development and online instruction. In a review of seminal articles in the area of pre-service teacher education courses, two research questions were addressed: (1)…
Evaluating Technology to Prevent Academic Integrity Violations in Online Environments
ERIC Educational Resources Information Center
Brown, Victoria
2018-01-01
Protection of academic integrity in online environments can be challenging. Understanding how the technology works and concerns about each of the methods for monitoring online interactions can assist in the selection of the best proctoring tools. Depending on the content, the type of assessment and the comfort level with the technology, a…
Analytic Frameworks for Assessing Dialogic Argumentation in Online Learning Environments
ERIC Educational Resources Information Center
Clark, Douglas B; Sampson, Victor; Weinberger, Armin; Erkens, Gijsbert
2007-01-01
Over the last decade, researchers have developed sophisticated online learning environments to support students engaging in dialogic argumentation. This review examines five categories of analytic frameworks for measuring participant interactions within these environments focusing on (1) formal argumentation structure, (2) conceptual quality, (3)…
Supporting Interaction among Participants of Online Learning Using the Knowledge Sharing Concept
ERIC Educational Resources Information Center
Chao, Chih-Yang; Hwu, Shiow-Lin; Chang, Chi-Cheng
2011-01-01
In education business, proper interaction is a crucial factor for learning effectiveness. However, it is difficult to successfully guide the participants to achieve the appropriate interaction in an online learning environment. That is, the interaction as well as internal dialogue should be systemically performed under a valid control. In this…
Exploring Discipline Differentiation in Online Discussion Participation
ERIC Educational Resources Information Center
Redmond, Petrea; Devine, Jo; Basson, Marita
2014-01-01
Online discussion forums are often the only interaction or communication a student in an online learning environment will have with the course instructor and fellow students. Discussion forums are intended to elicit a range of thinking skills from the students, from purely social interaction to metacognition in order to achieve deep learning.…
Theoretical Foundations for Enhancing Social Connectedness in Online Learning Environments
ERIC Educational Resources Information Center
Slagter van Tryon, Patricia J.; Bishop, M. J.
2009-01-01
Group social structure provides a comfortable and predictable context for interaction in learning environments. Students in face-to-face learning environments process social information about others in order to assess traits, predict behaviors, and determine qualifications for assuming particular responsibilities within a group. In online learning…
ERIC Educational Resources Information Center
Yilmaz, Ramazan; Keser, Hafize
2017-01-01
The aim of the present study is to reveal the impact of the interactive environment and metacognitive support (MS) in online learning on academic achievement and transactional distance (TD). The study is designed as 2 × 2 factorial design, and both qualitative and quantitative research techniques are used. The study was carried out on 127…
Research on Webbed Connectivity in a Web-Based Learning Environment: Online Social Work Education
ERIC Educational Resources Information Center
Noble, Dorinda; Russell, Amy Catherine
2013-01-01
This paper describes the preliminary data and analysis of how students in an online MSW program perceive their experiences, interactions, and responses to learning structure, material, and technology in the Web environment. The student perceptions, which have been used to refine the online program, highlight how important it is to students to feel…
O'Connor, Mary-Frances; Arizmendi, Brian J; Kaszniak, Alfred W
2014-08-01
Caregiver support groups effectively reduce stress from caring for someone with dementia. These same demands can prevent participation in a group. The present feasibility study investigated a virtual online caregiver support group to bring the support group into the home. While online groups have been shown to be helpful, submissions to a message board (vs. live conversation) can feel impersonal. By using avatars, participants interacted via real-time chat in a virtual environment in an 8-week support group. Data indicated lower levels of perceived stress, depression and loneliness across participants. Importantly, satisfaction reports also indicate that caregivers overcame the barriers to participation, and had a strong sense of the group's presence. This study provides the framework for an accessible and low cost online support group for a dementia caregiver. The study demonstrates the feasibility of interactive group in a virtual environment for engaging members in meaningful interaction. Copyright © 2014 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Pham, Thach; Thalathoti, Vijay; Dakich, Eva
2014-01-01
This study examines the frequency and pattern of interpersonal interactions between the learners and instructors of an online English language learning course offered at a Vietnamese university. The paper begins with a review of literature on interaction type, pattern and model of interaction followed by a brief description of the online…
Designing Social Online Math Activities
ERIC Educational Resources Information Center
Gedeborg, Samuel
2016-01-01
One of the major benefits of the face-to-face teaching environment is that social interaction opportunities are a natural part of the course: Learners meet in the same room for the same allotted period of time each week. This social opportunity is not organic to online courses; therefore, to have this social interaction as a part of online classes…
Increasing Student Interaction in Technical Writing Courses in Online Environments
ERIC Educational Resources Information Center
Virtue, Drew
2017-01-01
This article examines how the levels of student interaction change through the use of small groups and moderators in online writing courses. The study examines three technical and professional online writing courses: one course that employs small groups and group moderators and two courses that have no small groups or moderators. The results of…
What Factors Affect the Way Teams Interact in an On-Line Graduate Course?
ERIC Educational Resources Information Center
Ingram, K. W.; Conley, C.; McDonald, S.; Parker, V.; Rivers, J.
This study examined how adult graduate students made use of technology to mediate group interactions and processes in an online learning environment, also noting why individual groups of students chose particular tools and methods. The online course was delivered using a third-party course management tool. The structure of the course and the use…
ERIC Educational Resources Information Center
Han, Heeyoung; Johnson, Scott D.
2012-01-01
The purpose of the study was to investigate the relationship between students' emotional intelligence, social bond, and their interactions in an online learning environment. The research setting in this study was a 100% online master's degree program within a university located in the Midwest of the United States. Eighty-four students participated…
A Delineation of the Cognitive Processes Manifested in a Social Annotation Environment
ERIC Educational Resources Information Center
Li, S. C.; Pow, J. W. C.; Cheung, W. C.
2015-01-01
This study aims to examine how students' learning trajectories progress in an online social annotation environment, and how their cognitive processes and levels of interaction correlate with their learning outcomes. Three different types of activities (cognitive, metacognitive and social) were identified in the online environment. The time…
Effects of Website Interactivity on Online Retail Shopping Behavior
NASA Astrophysics Data System (ADS)
Islam, Hafizul
Motivations to engage in retail online shopping can include both utilitarian and hedonic shopping dimensions. To cater to these consumers, online retailers can create a cognitively and esthetically rich shopping environment, through sophisticated levels of interactive web utilities and features, offering not only utilitarian benefits and attributes but also providing hedonic benefits of enjoyment. Since the effect of interactive websites has proven to stimulate online consumer’s perceptions, this study presumes that websites with multimedia rich interactive utilities and features can influence online consumers’ shopping motivations and entice them to modify or even transform their original shopping predispositions by providing them with attractive and enhanced interactive features and controls, thus generating a positive attitude towards products and services offered by the retailer. This study seeks to explore the effects of Web interactivity on online consumer behavior through an attitudinal model of technology acceptance.
Perceptions of Quality in an Online Learning Environment: A Faculty Outlook
ERIC Educational Resources Information Center
Adams, April Michele
2017-01-01
The study investigated the faculty perception of quality in online courses. The areas considered were media richness, interaction, synchronism, self-efficacy, online teaching experience, and education level. Participants included members of three online Yahoo groups that were designed for online faculty members. There were 510 total members…
ERIC Educational Resources Information Center
Meyers, Shelly; Feeney, Linda D.
2016-01-01
This study examines the interaction behaviors and metacognitive behaviors of graduate students in the online portion of a flipped classroom. For their time outside the face to face classroom, students were given the choice of two online methods for their interactions--synchronous verbal discussions and asynchronous written discussions. Students…
Lost in Interaction in IMS Learning Design Runtime Environments
ERIC Educational Resources Information Center
Derntl, Michael; Neumann, Susanne; Oberhuemer, Petra
2014-01-01
Educators are exploiting the advantages of advanced web-based collaboration technologies and massive online interactions. Interactions between learners and human or nonhuman resources therefore play an increasingly important pedagogical role, and the way these interactions are expressed in the user interface of virtual learning environments is…
Communication Behaviors and Trust in Collaborative Online Teams
ERIC Educational Resources Information Center
Bulu, Saniye Tugba; Yildirim, Zahide
2008-01-01
This study investigates preservice teachers' trust levels and collaborative communication behaviors namely leadership, feedback, social interaction, enthusiasm, task and technical uncertainties, and task-oriented interactions in online learning environment. A case study design involving qualitative and quantitative data collection and analysis was…
The Impact of a Question-Embedded Video-Based Learning Tool on E-Learning
ERIC Educational Resources Information Center
Vural, Omer Faruk
2013-01-01
In this study, it is mainly focused on investigating the effect of question-embedded online interactive video environment on student achievement. A quasi-experimental design was development to compare the effectiveness of a question-embedded interactive video environment (QVE) and an interactive video environment without the question component…
ERIC Educational Resources Information Center
Nathoo, Arif N.; Goldhoff, Patricia; Quattrochi, James J.
2005-01-01
Purpose: This study sought to assess the introduction of a web-based innovation in medical education that complements traditional problem-based learning curricula. Utilizing the case method as its fundamental educational approach, the Interactive Case-based Online Network (ICON) allows students to interact with each other, faculty and a virtual…
Social constructivist learning environment in an online professional practice course.
Sthapornnanon, Nunthaluxna; Sakulbumrungsil, Rungpetch; Theeraroungchaisri, Anuchai; Watcharadamrongkun, Suntaree
2009-02-19
To assess the online social constructivist learning environment (SCLE) and student perceptions of the outcomes of the online introductory module of pharmacy professional practice that was designed based on social constructivism theory. The online introductory module of pharmacy professional practice in pharmaceutical marketing and business was carefully designed by organizing various activities, which were intended to encourage social interaction among students. The Constructivist Online Learning Environment Survey (COLLES) was applied to assess the SCLE. Course evaluation questionnaires were administered to assess student perceptions of this online module. The result from the COLLES illustrated the development of SCLE in the course. The students reported positive perceptions of the course. An online introductory module of pharmacy professional practice in pharmaceutical marketing and business was effective in promoting SCLE.
Social Constructivist Learning Environment in an Online Professional Practice Course
Sakulbumrungsil, Rungpetch; Theeraroungchaisri, Anuchai; Watcharadamrongkun, Suntaree
2009-01-01
Objective To assess the online social constructivist learning environment (SCLE) and student perceptions of the outcomes of the online introductory module of pharmacy professional practice that was designed based on social constructivism theory. Design The online introductory module of pharmacy professional practice in pharmaceutical marketing and business was carefully designed by organizing various activities, which were intended to encourage social interaction among students. The Constructivist Online Learning Environment Survey (COLLES) was applied to assess the SCLE. Course evaluation questionnaires were administered to assess student perceptions of this online module. Assessment The result from the COLLES illustrated the development of SCLE in the course. The students reported positive perceptions of the course. Conclusion An online introductory module of pharmacy professional practice in pharmaceutical marketing and business was effective in promoting SCLE. PMID:19513147
Using Videoconferencing to Establish and Maintain a Social Presence in Online Learning Environments
ERIC Educational Resources Information Center
Moody, Robert A.; Wieland, Regi L.
2010-01-01
Successful operation of videoconferencing technology for interactive learning demands preparation and scheduling. Well-organized strategies for interaction assist faculty in meeting individual student needs and developing the "social presence" necessary to facilitate quality online learning. Organizations can be proactive by offering…
Interaction in Online Courses: More Is NOT Always Better
ERIC Educational Resources Information Center
Grandzol, Christian J.; Grandzol, John R.
2010-01-01
Cognitive theory suggests more interaction in learning environments leads to improved learning outcomes and increased student satisfaction, two indicators of success useful to program administrators. Using a sample of 359 lower-level online, undergraduate business courses, we investigated course enrollments, student and faculty time spent in…
ERIC Educational Resources Information Center
Gray, Julie A.; DiLoreto, Melanie
2016-01-01
Studies have shown that course organization and structure, student engagement, learner interaction, and instructor presence have accounted for considerable variance in student satisfaction and perceived learning in online learning environments through a range of pathways, although no research to date has tested the mediational relationship…
Assessing a Collaborative Online Environment for Music Composition
ERIC Educational Resources Information Center
Biasutti, Michele
2015-01-01
The current pilot study tested the effectiveness of an e-learning environment built to enable students to compose music collaboratively. The participants interacted online by using synchronous and asynchronous resources to develop a project in which they composed a new music piece in collaboration. After the learning sessions, individual…
Cooperative Learning Principles Enhance Online Interaction
ERIC Educational Resources Information Center
Jacobs, George; Seow, Peter
2014-01-01
This paper describes eight principles that can be used to promote cooperative interactions among students working in online environments. The principles derive from a well-established approach to education, known variously as cooperative learning and collaborative learning. Each principle is explained as to what it means, why it is important and…
ERIC Educational Resources Information Center
Delahunty, Janine; Verenikina, Irina; Jones, Pauline
2014-01-01
This review focuses on three interconnected socio-emotional aspects of online learning: interaction, sense of community and identity formation. In the intangible social space of the virtual classroom, students come together to learn through dialogic, often asynchronous, exchanges. This creates distinctive learning environments where learning…
Task and Tool Interface Design for L2 Speaking Interaction Online
ERIC Educational Resources Information Center
Appel, Christine; Robbins, Jackie; Moré, Joaquim; Mullen, Tony
2012-01-01
Learners and teachers of a foreign language in online and blended learning environments are being offered more opportunities for speaking practice from technological developments. However, in order to maximise these learning opportunities, appropriate task-based materials are required which promote and direct student to student interaction in…
Tynes, Brendesha M.; Rose, Chad A.; Hiss, Sophia; Umaña-Taylor, Adriana J.; Mitchell, Kimberly; Williams, David
2015-01-01
Given the recent rise in online hate activity and the increased amount of time adolescents spend with media, more research is needed on their experiences with racial discrimination in virtual environments. This cross-sectional study examines the association between amount of time spent online, traditional and online racial discrimination and adolescent adjustment, including depressive symptoms, anxiety and externalizing behaviors. The study also explores the role that social identities, including race and gender, play in these associations. Online surveys were administered to 627 sixth through twelfth graders in K-8, middle and high schools. Multiple regression results revealed that discrimination online was associated with all three outcome variables. Additionally, a significant interaction between online discrimination by time online was found for externalizing behaviors indicating that increased time online and higher levels of online discrimination are associated with more problem behavior. This study highlights the need for clinicians, educational professionals and researchers to attend to race-related experiences online as well as in traditional environments. PMID:27134698
Evaluation of a Teaching Tool--Wiki--in Online Graduate Education
ERIC Educational Resources Information Center
Park, Caroline L.; Crocker, Cheryl; Nussey, Janice; Springate, Joyce; Hutchings, Darlene
2010-01-01
This study provides information on ways to enhance learning for students using online educational programs. Technologies that foster and engage students in the learning process are necessary in the online learning environment. Wiki is an online teaching strategy used to promote student interaction. A Wiki was introduced into three sections of a…
Online Collaborative Writing for ESL Learners Using Blogs and Feedback Checklists
ERIC Educational Resources Information Center
Grami, Grami Mohammad A.
2012-01-01
This paper reports on the experience of seven Saudi female ESL students who worked collaboratively in an interactive online writing environment over a period of four weeks. It chronicles their experiences with online writing tasks, documents their responses to online feedback, and examines their attempts to cope with different settings and…
ERIC Educational Resources Information Center
McGuire, Beverley Foulks
2016-01-01
This paper considers how instructors of asynchronous online courses in the Humanities might integrate intangibles associated with face-to-face instruction into their online environments. It presents a case study of asynchronous online instruction in a philosophy and religion department at a midsize public university in the southeastern United…
Socio-Linguistic Factors and Gender Mapping Across Real and Virtual World Cultures
2012-07-25
multiplayer online games and other virtual world environments. Which in- game features...decaste@sfu.ca ABSTRACT This study examines a large corpus of online gaming chat and avatar names to...chat interactions in online gaming environments. In addition, we study the relationship
Appropriation of a Representational Tool in a Second-Language Classroom
ERIC Educational Resources Information Center
Wen, Yun; Looi, Chee-Kit; Chen, Wenli
2015-01-01
While the affordances of face-to-face and online environments have been studied somewhat extensively, there is relatively less research on how technology-mediated learning takes place across multiple media in the networked classroom environment where face-to-face and online interactions are intertwined, especially in the context of language…
Educational Online Technologies in Blended Tertiary Environments: A Review of Literature
ERIC Educational Resources Information Center
Tuapawa, Kimberley N.
2013-01-01
This is a review of the literature surrounding five popular media-rich educational online technologies (EOTs) currently being used by educationalists to support blended learning within tertiary environments. This review considers the following EOTs: 1) connective media, 2) interactive gaming, 3) virtual worlds, 4) web conferencing and 5) learning…
Leveraging Computer-Mediated Communication Technologies to Enhance Interactions in Online Learning
ERIC Educational Resources Information Center
Wright, Linda J.
2011-01-01
Computer-mediated communication (CMC) technologies have been an integral part of distance education for many years. They are found in both synchronous and asynchronous platforms and are intended to enhance the learning experience for students. CMC technologies add an interactive element to the online learning environment. The findings from this…
ERIC Educational Resources Information Center
Gao, Tao; Gao, Zaifeng; Li, Jie; Sun, Zhongqiang; Shen, Mowei
2011-01-01
Mainstream theories of visual perception assume that visual working memory (VWM) is critical for integrating online perceptual information and constructing coherent visual experiences in changing environments. Given the dynamic interaction between online perception and VWM, we propose that how visual information is processed during visual…
Strategies To Increase Interaction in Online Social Learning Environments.
ERIC Educational Resources Information Center
Tu, Chih-Hsiung
This study was designed to examine social presence, to determine how it relates to online interaction, and to provide an operational definition. Participants were students in a graduate level course on the Internet for teachers at Arizona State University. By examining the learner's perception of social presence in three CMC (Computer Mediated…
Interactive Simulations: Improving Learning Retention in Knowledge-Based Online Training Courses
ERIC Educational Resources Information Center
Boyd, James L.
2017-01-01
The purpose of this quasi-experimental quantitative study was to investigate whether online interactive simulations would provide a positive improvement in learners' ability to apply critical thinking skills in a dangerous work environment. The course in which an improvement in critical thinking skills was the target outcome was a course which…
Analysing Students' Interactions through Social Presence and Social Network Metrics
ERIC Educational Resources Information Center
Martins da Silva, Vanessa Cristina; Siqueira, Sean Wolfgand Matsui
2016-01-01
In online learning environments, tutors have several problems to carry out their activities, such as evaluating the student, knowing the right way to guide each student, promoting discussions, and knowing the right time to interact or let students build knowledge alone. We consider scenarios in which teaching and learning occurs in online social…
An Exploration of Online Environments Supporting Follow-Up to Face-to-Face Professional Development
ERIC Educational Resources Information Center
Green, Marybeth; Cifuentes, Lauren
2008-01-01
In this study we examined the effects of online follow-up and online peer interaction following a face-to face professional development workshop on attitudes towards that professional development and completion of a professional development task. School librarians were invited to work online on a three page plan outlining interventions a library…
Pattern of Non-Task Interactions in Asynchronous Computer-Supported Collaborative Learning Courses
ERIC Educational Resources Information Center
Abedin, Babak; Daneshgar, Farhad; D'Ambra, John
2014-01-01
Despite the importance of the non-task interactions in computer-supported collaborative learning (CSCL) environments as emphasized in the literature, few studies have investigated online behavior of people in the CSCL environments. This paper studies the pattern of non-task interactions among postgraduate students in an Australian university. The…
ERIC Educational Resources Information Center
Zweig, Jacqueline S.; Stafford, Erin T.
2016-01-01
In addition to teaching the subject matter, online teachers are tasked with supporting students' understanding of the online environment as well as students' progress, engagement, and interactions within the course. Yet only four states and the District of Columbia require teachers to receive training in online instruction prior to teaching a K-12…
The Voice of Feedback: A Study of Asynchronous Audio Communication in the Online Classroom
ERIC Educational Resources Information Center
Johnson Van Den Elzen, Jolene M.
2011-01-01
The interaction between learners and the instructor in an online learning environment has been shown to contribute to increases in learning through promotion of a cooperative and collaborative environment, which allows students to learn from course materials, the instructor, and each other (Jiang & Ting, 2000; Jung et al., 2002; Kollock, 1998;…
Designing for Learning: Online Social Networks as a Classroom Environment
ERIC Educational Resources Information Center
Casey, Gail; Evans, Terry
2011-01-01
This paper deploys notions of emergence, connections, and designs for learning to conceptualize high school students' interactions when using online social media as a learning environment. It makes links to chaos and complexity theories and to fractal patterns as it reports on a part of the first author's action research study, conducted while she…
ERIC Educational Resources Information Center
Voulgari, Iro; Komis, Vassilis
2010-01-01
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
Managing Online Presence in the E-Learning Environment: Technological Support for Academic Staff
ERIC Educational Resources Information Center
Islam, Nurul; Beer, Martin; Slack, Frances
2015-01-01
Over the last two decades the use of E-learning technology increased to such an extent that the role of the traditional academic has been forced to change. Focusing on academics' views, this study examines their interactions in the E-learning environment and whether online learning applications have increased academic workload (Eynon, 2005;…
Facilitating interpersonal interaction and learning online: linking theory and practice.
Sargeant, Joan; Curran, Vernon; Allen, Michael; Jarvis-Selinger, Sandra; Ho, Kendall
2006-01-01
An earlier study of physicians' perceptions of interactive online learning showed that these were shaped both by program design and quality and the quality and quantity of interpersonal interaction. We explore instructor roles in enhancing online learning through interpersonal interaction and the learning theories that inform these. This was a qualitative study using focus groups and interviews. Using purposive sampling, 50 physicians were recruited based on their experience with interactive online CME and face-to-face CME. Qualitative thematic and interpretive analysis was used. Two facilitation roles appeared key: creating a comfortable learning environment and enhancing the educational value of electronic discussions. Comfort developed gradually, and specific interventions like facilitating introductions and sharing experiences in a friendly, informative manner were helpful. As in facilitating effective small-group learning, instructors' thoughtful use of techniques that facilitated constructive interaction based on learner's needs and practice demands contributed to the educational value of interpersonal interactions. Facilitators require enhanced skills to engage learners in meaningful interaction and to overcome the transactional distance of online learning. The use of learning theories, including behavioral, cognitive, social, humanistic, and constructivist, can strengthen the educational design and facilitation of online programs. Preparation for online facilitation should include instruction in the roles and techniques required and the theories that inform them.
The Role of Semantics in Next-Generation Online Virtual World-Based Retail Store
NASA Astrophysics Data System (ADS)
Sharma, Geetika; Anantaram, C.; Ghosh, Hiranmay
Online virtual environments are increasingly becoming popular for entrepreneurship. While interactions are primarily between avatars, some interactions could occur through intelligent chatbots. Such interactions require connecting to backend business applications to obtain information, carry out real-world transactions etc. In this paper, we focus on integrating business application systems with virtual worlds. We discuss the probable features of a next-generation online virtual world-based retail store and the technologies involved in realizing the features of such a store. In particular, we examine the role of semantics in integrating popular virtual worlds with business applications to provide natural language based interactions.
ERIC Educational Resources Information Center
Muuro, Maina Elizaphan; Wagacha, Waiganjo Peter; Oboko, Robert; Kihoro, John
2014-01-01
Earlier forms of distance education were characterized by minimal social interaction like correspondence, television, video and radio. However, the World Wide Web (WWW) and online learning introduced the opportunity for much more social interaction, particularly among learners, and this has been further made possible through social media in Web…
ERIC Educational Resources Information Center
Dooly, Melinda; O'Dowd, Robert
2012-01-01
This book provides an accessible introduction to some of the methods and theoretical approaches for investigating foreign language (FL) interaction and exchange in online environments. Research approaches which can be applied to Computer-Mediated Communication (CMC) are outlined, followed by discussion of the way in which tools and techniques for…
Who You Know and What You Know: Student Interaction in Online Discussions
ERIC Educational Resources Information Center
Stevens, Tony
2013-01-01
The dynamics of how students respond to each other during online discussions in a blended learning environment remains under-explored in the literature. How this technology shapes interaction when used in conjunction with traditional teaching methods and the practices of learners in these multi-site situations is a significant educational issue.…
ERIC Educational Resources Information Center
Epp, Carrie Demmans; Phirangee, Krystle; Hewitt, Jim
2017-01-01
Identifying which online behaviours and interactions are associated with student perceptions of being supported will enable a deeper understanding of how those activities contribute to learning experiences. Student language is one aspect of their interaction in need of greater exploration within discourse-based online learning environments. As a…
Development and Validation of Perceptions of Online Interaction Scale
ERIC Educational Resources Information Center
Bagriacik Yilmaz, Ayse; Karatas, Serçin
2018-01-01
The aim of this study was to develop a measurement instrument which is compatible with literature, of which validity and reliability are proved with the aim of determining interaction perceived by learners in online learning environments. Accordingly, literature review was made, and outline form of the scale was formed with item pool by taking 14…
ERIC Educational Resources Information Center
Tseng, Jun-Jie
2015-01-01
A major indicator of whether online courses have been effective and successful is student satisfaction. Copious research points to lack of interaction as the most cited reason for student dissatisfaction. To improve this problem, new Computer-Mediated Communication (CMC) technology could be considered as an option to enhance the online learning…
Actively Engaging Students in Asynchronous Online Classes. IDEA Paper #64
ERIC Educational Resources Information Center
Riggs, Shannon A.; Linder, Kathryn E.
2016-01-01
Active learning activities and pedagogical strategies can look different in online learning environments, particularly in asynchronous courses when students are not interacting with the instructor, or with each other, in real time. This paper suggests a three-pronged approach for conceptualizing active learning in the online asynchronous class:…
Analysis of Asynchronous Online Discussion Using the SOLO Taxonomy
ERIC Educational Resources Information Center
Holmes, Kathryn
2005-01-01
The online learning environment provides the opportunity for remote groups of students to interact with instructors and each other. Most web based learning platforms facilitate synchronous online discussions between participants. These discussion forums are designed to replicate the face to face tutorial setting and provide a medium for the…
Welcoming Design--Hosting a Hospitable Online Course
ERIC Educational Resources Information Center
Ascough, Richard S.
2007-01-01
A discussion about how instructors can host a hospitable online learning environment can address one of the fundamental philosophical and theological concerns frequently expressed about online learning--the loss of face-to-face interaction and, with it, the loss of community building (cf. Delamarter 2005, 138). This perceived link between physical…
ERIC Educational Resources Information Center
McWhorter, Robert Rowe
2013-01-01
Research has revealed that students in online classes may have higher rates of attrition than those in traditional face-to-face classes. Effective teaching and learning in an online environment requires different pedagogical skills than those used in traditional face-to-face classes. Online courses must focus on the quality of interaction. As an…
ERIC Educational Resources Information Center
Ioannou, Andri; Vasiliou, Christina; Zaphiris, Panayiotis; Arh, Tanja; Klobucar, Tomaž; Pipan, Matija
2015-01-01
This exploratory case study aims to examine how students benefit from a multimodal learning environment while they engage in collaborative problem-based activity in a Human Computer Interaction (HCI) university course. For 12 weeks, 30 students, in groups of 5-7 each, participated in weekly face-to-face meetings and online interactions.…
ERIC Educational Resources Information Center
Poitras, Eric G.; Naismith, Laura M.; Doleck, Tenzin; Lajoie, Susanne P.
2016-01-01
This study aimed to identify misconceptions in medical student knowledge by mining user interactions in the MedU online learning environment. Data from 13000 attempts at a single virtual patient case were extracted from the MedU MySQL database. A subgroup discovery method was applied to identify patterns in learner-generated annotations and…
Online trust, trustworthiness, or assurance?
Cheshire, Coye
2011-01-01
Every day, individuals around the world retrieve, share, and exchange information on the Internet. We interact online to share personal information, find answers to questions, make financial transactions, play social games, and maintain professional and personal relationships. Sometimes our online interactions take place between two or more humans. In other cases, we rely on computers to manage information on our behalf. In each scenario, risk and uncertainty are essential for determining possible actions and outcomes. This essay highlights common deficiencies in our understanding of key concepts such as trust, trustworthiness, cooperation, and assurance in online environments. Empirical evidence from experimental work in computer-mediated environments underscores the promises and perils of overreliance on security and assurance structures as replacements for interpersonal trust. These conceptual distinctions are critical because the future shape of the Internet will depend on whether we build assurance structures to limit and control ambiguity or allow trust to emerge in the presence of risk and uncertainty.
ERIC Educational Resources Information Center
Phirangee, Krystle
2016-01-01
Despite the growth of its popularity in recent years, online learning has demonstrated high dropout rates compared to dropout rates in traditional face-to-face courses. Prior research attributes attrition to the physical isolation of students from one another and the lack of interaction between and among them--factors which foster feelings of…
Pedagogy and Practice in Museum Online Learning
ERIC Educational Resources Information Center
Din, Herminia
2015-01-01
How best might museums harness the interactive capabilities of online environments to provide active teaching and learning experiences for diverse learners and communities? How can museums engage learners in ways that encourage them to visit the museum in person and/or further explore online resources? What should be the role of the museum in…
Technology and Cognition Merge with Challenge-Based Learning Cycles Online
ERIC Educational Resources Information Center
Cobbett, Shelley L.
2013-01-01
Teaching and learning in Web-based courses has become a global phenomenon. Educators are grappling with merging cognition and technology to offer students quality, relevant online courses. The development of social presence in the online environment is of paramount importance and requires individuals to engage in meaningful interactions about, and…
A Problem in Online Interpersonal Skills Training: Do Learners Practice Skills?
ERIC Educational Resources Information Center
Doo, Min Young
2006-01-01
One problem found when teaching interpersonal skills online is learners' lack of opportunity for skill practice. The online learning environment is deficient in face-to-face interaction, and opportunities for self-regulation make it difficult to ensure learners practice skills despite the positive effects of such practice on skill improvement. The…
ERIC Educational Resources Information Center
Jong, Morris S. Y.
2016-01-01
Our work is set against the backdrop of the pervasive discussion of harnessing online games to provide students with new constructivist learning opportunities. Upon the theoretical foundation, we have developed Virtual Interactive Student-Oriented Learning Environment (VISOLE), a teaching framework for implementing constructivist online game-based…
Influence of Group Size on Students' Participation in Online Discussion Forums
ERIC Educational Resources Information Center
Kim, Jungjoo
2013-01-01
This study attempts to examine how students participate and interact in different discussion modules organized with different group size in an online environment. It adopts a case study methodology where full semester online course with two small-group and three class-wide discussion forums was examined. The researcher counted the number of…
Guidelines towards the Facilitation of Interactive Online Learning Programmes in Higher Education
ERIC Educational Resources Information Center
Mbati, Lydia; Minnaar, Ansie
2015-01-01
The creation of online platforms that establish new learning environments has led to the proliferation of institutions offering online learning programmes. However, the use of technologies for teaching and learning requires sound content specialization, as well as grounding in pedagogy. While gains made by constructivism and observational learning…
Using Social Media to Improve Student-Instructor Communication in an Online Learning Environment
ERIC Educational Resources Information Center
Guo, Rong; Shen, Yide; Li, Lei
2018-01-01
The lack of effective faculty-student interaction has been identified as a main contributor to the high dropout rate in online education. For this paper, the authors conducted an empirical study using a social networking tool, specifically Facebook, to improve student-instructor communication and student performance in an online learning…
Quasi-Facial Communication for Online Learning Using 3D Modeling Techniques
ERIC Educational Resources Information Center
Wang, Yushun; Zhuang, Yueting
2008-01-01
Online interaction with 3D facial animation is an alternative way of face-to-face communication for distance education. 3D facial modeling is essential for virtual educational environments establishment. This article presents a novel 3D facial modeling solution that facilitates quasi-facial communication for online learning. Our algorithm builds…
Leadership Styles in Synchronous and Asynchronous Virtual Learning Environments
ERIC Educational Resources Information Center
Ruggieri, Stefano; Boca, Stefano; Garro, Maria
2013-01-01
A comparison of the effects of transactional and transformational leadership in synchronous and a synchronous online teamwork was conducted. In the study, groups of four participants interacted in online text chat and online text forum in problem solving tasks. The groups were lead by a confederate who acted as a transactional or a…
Designing Online Information Systems for Portfolio-Based Assessment: Design Criteria and Heuristics
ERIC Educational Resources Information Center
Love, Terence; Cooper, Trudi
2004-01-01
This paper outlines the main findings of research about online portfolio information systems. This research focused on the educational integrity of these educational systems and the maximisation of value across all stakeholders, in particular the value gained from the automation and interaction potential of the online environment. The findings and…
ERIC Educational Resources Information Center
Llinares, Salvador; Valls, Julia
2009-01-01
This study explores how preservice primary teachers became engaged in meaning-making mathematics teaching when participating in online discussions within learning environments integrating video-clips of mathematics teaching. We identified different modes of participation in the online discussions and different levels of knowledge-building. The…
ERIC Educational Resources Information Center
Stepanyan, Karen; Mather, Richard; Dalrymple, Roger
2014-01-01
This paper discusses the patterns of network dynamics within a multicultural online collaborative learning environment. It analyses the interaction of participants (both students and facilitators) within a discussion board that was established as part of a 3-month online collaborative course. The study employs longitudinal probabilistic social…
ERIC Educational Resources Information Center
Cardona-Divale, Maria Victoria
2012-01-01
Learners often report difficulty maintaining social connectivity in online courses. Technology is quickly changing how people communicate, collaborate and learn using online social networking sites (SNSs). These sites have transformed education in a way that provides new learning opportunities when integrated with web 2.0 tools. Little research is…
Facilitating interaction, communication and collaboration in online courses
NASA Astrophysics Data System (ADS)
McNeil, Sara G.; Robin, Bernard R.; Miller, Robert M.
2000-07-01
As the Internet evolves into a truly world wide communications medium, the roles of faculty and students at institutions of higher learning are changing. Traditional face-to-face classes are being converted to an online setting, where materials from syllabi to lectures to assignments are available at the click of a mouse. New technological options are challenging and changing the very nature of teaching as faculty migrate from being deliverers of information to facilitators and mentors. Students are also undergoing a transformation from passive recipients to participants in an active learning environment. Interactions are at the heart of this revolution as students and faculty create new methodologies for the online classroom. New types of interactions are emerging between faculty and students, between students and other students and between students and the educational resources they are exploring. As the online teaching and learning environment expands and matures, new social and instructional interactions are replacing the traditional occurrences in face-to-face classrooms. New communication options are also evolving as a critical component of the online classroom. The shift from a synchronous to an asynchronous communication structure has also had a significant impact on the way students and faculty interact. The use of e-mail, listservs and web-based conferencing has given teachers and learners new flexibility and has fostered a climate where learning takes place wherever and whenever it is convenient. HyperGroups, a communication tool that was developed at the University of Houston, allows students and faculty to seamlessly participate in course-related discussions and easily share multimedia resources. This article explores the many issues associated with facilitating interaction, communication and collaboration in online courses.
Anshu; Sharma, M; Burdick, W P; Singh, T
2010-04-01
Group dynamics of online medical faculty development programs have not been analyzed and reported in literature. Knowledge of the types of content of posted messages will help to understand group dynamics and promote participation in an asynchronous learning environment. This paper assesses group dynamics and social interactivity in an online learning environment for medical teachers in the South Asian context. Participants of a medical education fellowship program conducted by the Foundation for Advancement of International Medical Education and Research (FAIMER) Regional Institute at Christian Medical College, Ludhiana (CMCL) in India interact on a listserv called the Mentoring-Learning Web (ML-Web). Monthly topics for online discussion are chosen by fellows through a standard tool called "multi-voting". Fellows volunteer to moderate sessions and direct the pace of the discussion. We analyzed the content and process of the discussion of one particular month. The emails were categorized as those that reflected cognitive presence (dealing with construction and exploration of knowledge), teacher presence (dealing with instructional material and learning resources), and social presence, or were administrative in nature. Social emails were further classified as: affective, cohesive and interactive. Social emails constituted one-third of the total emails. Another one-quarter of the emails dealt with sharing of resources and teacher presence, while cognitive emails comprised 36.2% of the total. More than half of the social emails were affective, while a little less than one-third were cohesive. Social posts are an inevitable part of online learning. These posts promote bonding between learners and contribute to better interaction and collaboration in online learning. Moderators should be aware of their presence and use them as tools to promote interactivity.
A pilot study of RN-BSN completion students' preferred instructor online classroom caring behaviors.
Mann, Judith C
2014-01-01
Definitions of caring include the global concept of showing concern and empathy of others. This may be especially true in the online classroom in the absence of face to face interactions. This quantitative study focused on RN-BSN completion students' preferred online instructor caring behaviors. Online RN-BSN students (N = 100) were invited to participate in the study. The research question was: What are historically black colleges universities nursing students' preferred instructor caring behaviors in the online classroom? All of the respondents (N = 48) agreed that an instructor can create a caring online learning environment, while the vast majority agreed that the presence of a caring environment influenced their success in the course. As ranked by the respondents the three most important items in creating a caring online learning environment were instructors': 1) attention to detail in organization and clarity, 2) prompt and detailed feedback to assignments, and 3) prompt response to students' questions.
Academic Risk-Taking in an Online Environment
ERIC Educational Resources Information Center
Robinson, Linda Eleanor
2012-01-01
Within Higher Education, the social nature of learning may no longer equate to in-person interactions. Technology provides various interaction options and changes the learning environment. The challenge for instructors of courses in the area of teacher education is to understand the nature of academic risk-taking associated with blended learning…
ERIC Educational Resources Information Center
Hirsh, Orit S.
2012-01-01
Student success in online learning is strongly affected by the learner's social presence. There is evidence that not all students benefit from the online learning environment, as it limits social interaction between the students. The purpose of this study was to examine the impact of Twitter, a social network application, on online class…
ERIC Educational Resources Information Center
Hicks, Maryruth Wilks
2010-01-01
The purpose of this study was to examine the effectiveness of universally designed (UD) instruction on strategic learning in an online, interactive learning environment (ILE). The research focused on the premise that the customizable, media-based framework of UD instruction might influence diverse online learning strategies. This study…
ERIC Educational Resources Information Center
Kellogg, Deborah L.; Smith, Marlene A.
2009-01-01
Faculty teaching in online environments are universally encouraged to incorporate a variety of student-to-student learning activities into their courses. Although there is a body of both theoretical and empirical work supporting this, adult professional students participating in an online MBA program at an urban business school reported being at…
Students' Collaborative Peer Reviewing in an Online Writing Environment
ERIC Educational Resources Information Center
Bradley, Linda; Thouësny, Sylvie
2017-01-01
Peer review is applied as a powerful tool to enhance student collaboration online writing. The purpose of this paper is to analyse learners' mechanisms of peer reviewing in the nature of student interventions and interactions in written online peer reviewing and how categorization of student comments can be used as a means for analysing student…
ERIC Educational Resources Information Center
Okonta, Olomeruom
2010-01-01
Recent research studies in open and distance learning have focused on the differences between traditional learning versus online learning, the benefits of computer-mediated communication (CMC) tools in an e-learning environment, and the relationship between online discussion posts and students' achievement. In fact, there is an extant…
A virtual therapeutic environment with user projective agents.
Ookita, S Y; Tokuda, H
2001-02-01
Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.
An Approach to Scoring Collaboration in Online Game Environments
ERIC Educational Resources Information Center
Scoular, Claire; Care, Esther; Awwal, Nafisa
2017-01-01
With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…
Real-Time Interactive Social Environments: A Review of BT's Generic Learning Platform.
ERIC Educational Resources Information Center
Gardner, Michael; Ward, Holly
1999-01-01
Describes the development of a generic learning platform for online distance learning and explains RISE (Real-time Interactive Social Environments), a Web-based system. Reports results of trials at the University of Hull Language Institute in an English as a Foreign Language course that investigated system usability, teacher roles, and student…
Development of L2 Interactional Resources for Online Collaborative Task Accomplishment
ERIC Educational Resources Information Center
Balaman, Ufuk; Sert, Olcay
2017-01-01
Technology-mediated task environments have long been considered integral parts of L2 learning and teaching processes. However, the interactional resources that the learners deploy to complete tasks in these environments have remained largely unexplored due to an overall focus on task design and outcomes rather than task engagement processes. With…
Adapting physics courses in an engineering school to the b-learning philosophy
NASA Astrophysics Data System (ADS)
Borondo, J.; Benito, R. M.; Losada, J. C.
2014-09-01
In this paper we introduce the methodology that we have followed to convert traditional notes into interactive online materials. The idea behind this has been to make self-consistent and interactive online materials capable of motivating the students to get involved in the learning process. For this purpose, we have used the e-learning environment Moodle, which is a platform with a high interactivity potential. We conclude that the academic performance reaches its maximum when correctly combining self-organising with minimum teacher guidance.
ERIC Educational Resources Information Center
Kent, Tracy Ann
2013-01-01
With the growing market for online courses in California and the United States, institutions must better understand how the faculty-student dynamic, defined as the interactions between faculty and students in the online environment, impacts student engagement and success. The purpose of this study was an in-depth exploration of faculty…
ERIC Educational Resources Information Center
Roder, John; Naughton, Chris
2011-01-01
With the advent of online learning, questions have arisen as to which format for leadership may be most appropriate given the technological and social evolution within online discussion. Emerging perspectives on the nature of interaction between those who lead and those who learn in this new environment pose difficult questions for both providers…
The Managed Hearthstone: Labor and Emotional Work in the Online Community of World of Warcraft
NASA Astrophysics Data System (ADS)
Lukacs, Andras; Embrick, David G.; Wright, Talmadge
Prior analyses of player interactions within massive multi-player online environments (MMOs) rely predominantly on understanding the environments as spheres of leisure—places to "escape" the stress of the "real world." We find in our research on the World of Warcraft, a popular online role-playing game suggests that, in fact, social interaction within the game more closely resembles work. Successful play requires dedicated participants who choose to engage in a highly structured and time-consuming "process" of game progression. Simultaneously, players must also actively engage in the "emotional labor" of acceptably maintaining standards of sociability and guild membership constructed by their gaming peers. We posit that these expectations of both structured progression work and emotional maintenance work significantly blur the existing lines between categorizing work and leisure. While the assumption of leisure shrouds the general expectation of gaming interaction, we suggest a "play as work" paradigm more clearly captures the reality of the demands of The World of Warcraft.
A Virtual Hosting Environment for Distributed Online Gaming
NASA Astrophysics Data System (ADS)
Brossard, David; Prieto Martinez, Juan Luis
With enterprise boundaries becoming fuzzier, it’s become clear that businesses need to share resources, expose services, and interact in many different ways. In order to achieve such a distribution in a dynamic, flexible, and secure way, we have designed and implemented a virtual hosting environment (VHE) which aims at integrating business services across enterprise boundaries and virtualising the ICT environment within which these services operate in order to exploit economies of scale for the businesses as well as achieve shorter concept-to-market time scales. To illustrate the relevance of the VHE, we have applied it to the online gaming world. Online gaming is an early adopter of distributed computing and more than 30% of gaming developer companies, being aware of the shift, are focusing on developing high performance platforms for the new online trend.
Authentic Classroom Leaders: The Student Perspective
ERIC Educational Resources Information Center
Downing, Megan S.
2016-01-01
In a qualitative study assessing students' perceptions of faculty-student interaction in the online learning environment, findings demonstrated that students make meaning of faculty-student interaction in ways that align with authentic leadership behaviors. Faculty interaction, or lack thereof, shaped students' perceptions of faculty authenticity…
Using Text Mining to Characterize Online Discussion Facilitation
ERIC Educational Resources Information Center
Ming, Norma; Baumer, Eric
2011-01-01
Facilitating class discussions effectively is a critical yet challenging component of instruction, particularly in online environments where student and faculty interaction is limited. Our goals in this research were to identify facilitation strategies that encourage productive discussion, and to explore text mining techniques that can help…
ERIC Educational Resources Information Center
Sadykova, Gulnara
2014-01-01
The continuous growth of online learning and its movement towards cross-border and cross-culture education has recently taken a new turn with the epic hype that currently surrounds the development of massive open online courses (MOOCs) (Beattie-Moss, 2013). This development brings to focus the experiences of international students who take online…
Interactional Coherence in Asynchronous Learning Networks: A Rhetorical Approach
ERIC Educational Resources Information Center
Potter, Andrew
2008-01-01
Numerous studies have affirmed the value of asynchronous online communication as a learning resource. Several investigations, however, have indicated that discussions in asynchronous environments are often neither interactive nor coherent. The research reported sought to develop an enhanced understanding of interactional coherence, argumentation,…
ERIC Educational Resources Information Center
Hsiao, E-Ling; Moore, David Richard
2009-01-01
Instruction is increasingly being delivered through distributed multimedia applications. Instruction delivered through these online environments creates robust opportunities for content presentation and learner interaction. These environments give the designer control over every aspect of the instructional experience. With some simple…
Adventure Learning: Theory and Implementation of Hybrid Learning
NASA Astrophysics Data System (ADS)
Doering, A.
2008-12-01
Adventure Learning (AL), a hybrid distance education approach, provides students and teachers with the opportunity to learn about authentic curricular content areas while interacting with adventurers, students, and content experts at various locations throughout the world within an online learning environment (Doering, 2006). An AL curriculum and online environment provides collaborative community spaces where traditional hierarchical classroom roles are blurred and learning is transformed. AL has most recently become popular in K-12 classrooms nationally and internationally with millions of students participating online. However, in the literature, the term "adventure learning" many times gets confused with phrases such as "virtual fieldtrip" and activities where someone "exploring" is posting photos and text. This type of "adventure learning" is not "Adventure Learning" (AL), but merely a slideshow of their activities. The learning environment may not have any curricular and/or social goals, and if it does, the environment design many times does not support these objectives. AL, on the other hand, is designed so that both teachers and students understand that their online and curriculum activities are in synch and supportive of the curricular goals. In AL environments, there are no disparate activities as the design considers the educational, social, and technological affordances (Kirschner, Strijbos, Kreijns, & Beers, 2004); in other words, the artifacts of the learning environment encourage and support the instructional goals, social interactions, collaborative efforts, and ultimately learning. AL is grounded in two major theoretical approaches to learning - experiential and inquiry-based learning. As Kolb (1984) noted, in experiential learning, a learner creates meaning from direct experiences and reflections. Such is the goal of AL within the classroom. Additionally, AL affords learners a real-time authentic online learning experience concurrently as they study the AL curriculum. AL is also grounded in an inquiry- based approach to learning where learners are pursuing answers to questions they have posed rather than focusing on memorizing and regurgitating isolated, irrelevant facts. Both the curriculum and the online classroom are developed to foster students' abilities to inquire via "identifying and posing questions, designing and conducting investigations, analyzing data and evidence, using models and explanations, and communicating findings" (Keys and Bryan, 2001, p 121). The union of experiential and inquiry-based learning is the foundation of AL, guiding and supporting authentic learning endeavors. Based on these theoretical foundations, the design of the adventure learning experiences follows seven interdependent principles that further operationalize AL: researched curriculum grounded in inquiry; collaboration and interaction opportunities between students, experts, peers, and content; utilization of the Internet for curriculum and learning environment delivery; enhancement of curriculum with media and text from the field delivered in a timely manner; synched learning opportunities with the AL curriculum; pedagogical guidelines of the curriculum and the online learning environment; and adventure-based education. (Doering, 2006).
Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
Exploring Collaborative Learning Effect in Blended Learning Environments
ERIC Educational Resources Information Center
Sun, Z.; Liu, R.; Luo, L.; Wu, M.; Shi, C.
2017-01-01
The use of new technology encouraged exploration of the effectiveness and difference of collaborative learning in blended learning environments. This study investigated the social interactive network of students, level of knowledge building and perception level on usefulness in online and mobile collaborative learning environments in higher…
ERIC Educational Resources Information Center
Winschel, Grace A.; Everett, Renata K.; Coppola, Brian P.; Shultz, Ginger V.
2015-01-01
Cooperative learning was employed as an instructional approach to facilitate student development of spectroscopy problem solving skills. An interactive online environment was used as a framework to structure weekly discussions around spectroscopy problems outside of class. Weekly discussions consisted of modified jigsaw-style problem solving…
Exploring Asynchronous and Synchronous Tool Use in Online Courses
ERIC Educational Resources Information Center
Oztok, Murat; Zingaro, Daniel; Brett, Clare; Hewitt, Jim
2013-01-01
While the independent contributions of synchronous and asynchronous interaction in online learning are clear, comparatively less is known about the pedagogical consequences of using both modes in the same environment. In this study, we examine relationships between students' use of asynchronous discussion forums and synchronous private messages…
Making Marketing Principles Tangible: Online Auctions as Living Case Studies
ERIC Educational Resources Information Center
Wood, Charles M.; Suter, Tracy A.
2004-01-01
This article presents an effective course supplement for Principles of Marketing classes. An experiential project involving online auctions is offered to instructors seeking to create a more participatory student environment and an interactive teaching style. A number of learning points are illustrated that allow instructors to use an auction…
Assessing Readiness for Online Education--Research Models for Identifying Students at Risk
ERIC Educational Resources Information Center
Wladis, Claire; Conway, Katherine M.; Hachey, Alyse C.
2016-01-01
This study explored the interaction between student characteristics and the online environment in predicting course performance and subsequent college persistence among students in a large urban U.S. university system. Multilevel modeling, propensity score matching, and the KHB decomposition method were used. The most consistent pattern observed…
Dialectics and the Megamachine: A Critique of Ersatz Education
ERIC Educational Resources Information Center
Jacques, Peter J.
2017-01-01
This article proposes that the learning environment matters, and that there are qualitative differences in online versus face-to-face classes. While online education provides some benefits, they also narrow the opportunities for dialectical conflict that thoroughly challenge student thinking, an interaction more likely to be found in real-time…
ERIC Educational Resources Information Center
Blanchette, Judith
2012-01-01
The purpose of this empirical study was to determine the extent to which three different objective analytical methods--sequence analysis, surface cohesion analysis, and lexical cohesion analysis--can most accurately identify specific characteristics of online interaction. Statistically significant differences were found in all points of…
A Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Best practices for creating social presence and caring behaviors online.
Plante, Kathleen; Asselin, Marilyn E
2014-01-01
To identify best practices and evidence-based strategies for creating an online learning environment that encompasses caring behaviors and promotes social presence. Faculty who teach online classes are challenged to create a sense of social presence and caring behaviors in a virtual world in which students feel connected and part of the learning environment. To extrapolate evidence to support best practices, a review of literature was conducted focused on social presence and caring online. Faculty messages that are respectful, positive, encouraging, timely, and frequent foster social presence and caring behaviors while also allowing for caring interactions, mutual respect, and finding meaning in relationships. A variety of measures to emulate caring online intertwine with social presence to promote a sense of caring and belonging. More research is needed to support the evidence for these strategies.
A flexible, on-line magnetic spectrometer for ultra-intense laser produced fast electron measurement
NASA Astrophysics Data System (ADS)
Ge, Xulei; Yuan, Xiaohui; Yang, Su; Deng, Yanqing; Wei, Wenqing; Fang, Yuan; Gao, Jian; Liu, Feng; Chen, Min; Zhao, Li; Ma, Yanyun; Sheng, Zhengming; Zhang, Jie
2018-04-01
We have developed an on-line magnetic spectrometer to measure energy distributions of fast electrons generated from ultra-intense laser-solid interactions. The spectrometer consists of a sheet of plastic scintillator, a bundle of non-scintillating plastic fibers, and an sCMOS camera recording system. The design advantages include on-line capturing ability, versatility of detection arrangement, and resistance to harsh in-chamber environment. The validity of the instrument was tested experimentally. This spectrometer can be applied to the characterization of fast electron source for understanding fundamental laser-plasma interaction physics and to the optimization of high-repetition-rate laser-driven applications.
Online Collaboration: Using Roleplay to Develop Skills in Resolving Conflict
ERIC Educational Resources Information Center
Stewart, Cherry; Edwards, Helen
2012-01-01
The introduction of digital tools to a distance education environment often creates tensions due to students' past educational experiences and can require a shift in their concepts of the lecturers' and learners' responsibilities. The purpose of the study was to determine how well distance education students adapt to interactive online learning…
ESL Distance Learners' Participation in an Online Forum: The Interplay of Contextual Factors
ERIC Educational Resources Information Center
Nair-Prakash, Sadhna; Stapa, Siti Hamin
2013-01-01
This paper highlights the findings of a study examining the contextual factors that mediated distance learners' participation in an online forum (OLF). Contextual factors are elements that emerge as a result of distance learners' interaction with their social environment. The study drew on a sociocultural perspective that encompassed the concepts…
ERIC Educational Resources Information Center
Hall, Barbara M.
2011-01-01
Threaded discussions represent conversational turn-taking in asynchronous, online learning environments. Given the crucial role that discussions play in the construction of knowledge within an online course, the quality of the interaction that occurs within threaded discussions is important to achieving the learning objectives of the designed…
ERIC Educational Resources Information Center
Melrose, Sherri; Swettenham, Steve
2012-01-01
Peer assistance activities can strengthen online learning environments. And yet, like other professional adult learners, working post licensure nurses attending university part time to upgrade their credentials may have limited interest in student-to-student interaction. Some intentionally choose asynchronous self-paced courses so they can work on…
ERIC Educational Resources Information Center
Tuapawa, Kimberley
2017-01-01
Although educational online technologies (EOTs) have transformed the delivery of learning in higher education, significant EOT challenges have impeded their effectiveness, preventing widespread implementation. The persistence of these challenges suggests that tertiary education institutes (TEIs) have experienced a gap in understandings about the…
Does Online Game-Based Learning Work in Formal Education at School? A Case Study of VISOLE
ERIC Educational Resources Information Center
Jong, Morris S. Y.
2015-01-01
VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…
ERIC Educational Resources Information Center
Zacharis, Nick Z.
2009-01-01
Rapid technological advances in the areas of telecommunications, computer technology and the Internet have made available to tutors and learners in the domain of online learning, a broad array of tools that provide the possibility to facilitate and enhance learning to higher levels of critical reflective thinking. Computer mediated communication…
A Spanish-Finnish Telecollaboration: Extending Intercultural Competence via Videoconferencing
ERIC Educational Resources Information Center
Puranen, Pasi; Vurdien, Ruby
2016-01-01
In language learning today, students from different geographical locations are able to interact online in a more authentic environment, share their views with their partners, create profiles as well as build online communities enjoying common interests. With this in mind, this paper examines and reports on a study about how students from two…
Problem-Based Learning in an Online Course of Health Education
ERIC Educational Resources Information Center
Chagas, Isabel; Faria, Claudia; Mourato, Dulce; Pereira, Goncalo; Santos, Afonso
2012-01-01
The objectives of this project were to: i) describe the experience of implementing Problem-Based Learning in an online course over three consecutive academic years, ii) analyse the learning environment generated, iii) discuss impacts on students' active participation, based on the analysis of their interactions. The participants were 30 students,…
ERIC Educational Resources Information Center
Jong, Morris Siu-yung; Shang, Junjie
2015-01-01
"Virtual Interactive Student-Oriented Learning Environment" ("VISOLE") is a pedagogical approach to integrating constructivist online game-based learning (COGBLe) into formal teaching in school education. This paper reports a qualitative case study on the implementation of VISOLE (in secondary Geography education) in which we…
Online Higher Education in the Natural Sciences
NASA Astrophysics Data System (ADS)
Pearson, Karen; Liddicoat, Joseph
2013-04-01
Online courses in higher education allow traditional and non-traditional students to complete course work in all disciplines with great flexibility. Courses in the Natural Sciences are no exception because the online environment allows students to collapse time and space; to access a course anywhere; to get immediate feedback, tutoring and coaching; and to receive real-time interaction between themselves and the instructor. This presentation will highlight successful examples of course content from the areas of astronomy, environmental, and earth and physical sciences. Content examples will focus on helping students use their 'environment' as part of the laboratory experience in courses traditionally thought of as lecture and laboratory courses. These examples will include real and virtual field trips, use of multimedia content, collaboration between students and faculty to design and conduct experiments and field work, and modifications to traditional lecture methods for the online environment. Dr. Karen Pearson former director of Online-Learning and Academic Technologies and Professor Science and Mathematics at the Fashion Institute of Technology (SUNY) and Dr. Joseph Liddicoat will focus on how courses in the Natural Sciences can be delivered in the online environment while maintaining high academic standards and not losing the "hands" on experience students need while completing a laboratory science course as part of a liberal arts curriculum.
Students' Experiences of Learning in a Virtual Classroom
ERIC Educational Resources Information Center
Gedera, Dilani S. P.
2014-01-01
Online learning environments can offer learners opportunities for flexibility, interaction and collaboration distinctly different from face-to-face learning environments. However, the integration of educational technologies also presents challenges and concerns in relation to students' learning. This article attempts to develop a better…
Social interactions in massively multiplayer online role-playing gamers.
Cole, Helena; Griffiths, Mark D
2007-08-01
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.
Social interactions in an online self-management program for rheumatoid arthritis.
Shigaki, Cheryl L; Smarr, Karen L; Gong, Yang; Donovan-Hanson, Kathleen; Siva, Chokkalingam; Johnson, Rebecca A; Ge, Bin; Musser, Dale R
2008-12-01
To evaluate social interactions among individuals with rheumatoid arthritis (RA), participating in an empirically based, cognitive-behavioural, self-management (SM), and peer-support program, delivered in an online format. Thirty individuals with RA were recruited online. Subjects were a subset of participants in the treatment arm of a waiting-list controlled study testing the effectiveness of a 10-week, online, SM education and peer support program. Primary outcomes were process variables describing social activity in the online environment during active treatment. Qualitative review of discussion board posts was undertaken to gain insight into participants' perceptions of social interactions. Participants spent a large proportion of logged-in time accessing educational materials and community-level activity was vibrant, with members utilizing the discussion board and e-mail. The Chat feature was less well-used. Discussion board posts regarding RAHelp were very positive, especially in regard to perceived supportiveness and bonding among participants, and a sense of feeling uniquely understood by others who have RA. Concern arose in response to periods in which the discussion board was 'too quiet'. Our work complements the emerging literature supporting acceptance and utility of Internet-based programming as a venue for SM education and social interaction among individuals with chronic illness.
Face to (face)book: the two faces of social behavior?
Ivcevic, Zorana; Ambady, Nalini
2013-06-01
Social networking sites such as Facebook represent a unique and dynamic social environment. This study addresses three theoretical issues in personality psychology in the context of online social networking sites: (a) the temporal consistency of Facebook activity, (b) people's awareness of their online behavior, and (c) comparison of social behavior on Facebook with self- and informant-reported behavior in real life. Facebook Wall pages of 99 college students (mean age = 19.72) were downloaded six times during 3 weeks and coded for quantity and quality of activity. Everyday social interactions were assessed by self- and friend report. Facebook activity showed significant consistency across time, and people demonstrated awareness of their online behavior. There was significant similarity between everyday traits and interactions and Facebook behavior (e.g., more posts by friends are related to Agreeableness). Some differences between online and everyday interactions warrant further research (e.g., individuals with more positive offline relationships are less likely to engage in back-and-forth conversations on Facebook). The results indicate substantial similarity between online and offline social behavior and identify avenues for future research on the possible use of Facebook to compensate for difficulty in everyday interactions. © 2012 Wiley Periodicals, Inc.
ERIC Educational Resources Information Center
Flesvig Bruland, Nicole
2013-01-01
Many in the field of Second Language Acquisition (SLA) agree that interaction is a critical component in the process of second language acquisition (Hatch 1978; Long, 1996; Pica 1994). According to Long (1996), second language (L2) learners have the best chance of successful L2 acquisition when placed in an environment in which conversational…
ERIC Educational Resources Information Center
Wang, Shiang-Kwei; Hsu, Hui-Yin
2008-01-01
Recently, webinar (web seminar) tools (e.g., Elluminate, Adobe Acrobat Connect, Live Meeting) have been attracting more and more attention with the advancement of online learning technologies because webinar tools facilitate real-time communication and enrich the interactivity in an online learning environment. Corporations have long adopted…
Virtual Office Hours Using a Tablet PC: E-lluminating Biochemistry in an Online Environment
ERIC Educational Resources Information Center
Kohorst, Kelly; Cox, James R.
2007-01-01
The availability of online collaboration software has provided new opportunities for instructors to interact with students outside the classroom. This report describes how Elluminate "Live!"[R], a particular conferencing software package, can be used with a tablet PC to conduct virtual office hours in a biochemistry course. The educational value…
ERIC Educational Resources Information Center
Wang, Yuping; Chen, Nian-Shing; Levy, Mike
2010-01-01
This article discusses the learning process undertaken by language teachers in a cyber face-to-face teacher training program. Eight tertiary Chinese language teachers attended a 12-week training program conducted in an online synchronous learning environment characterized by multimedia-based, oral and visual interaction. The term "cyber…
ERIC Educational Resources Information Center
Omale, Nicholas M.
2010-01-01
This exploratory case study examines how three media attributes in 3-D MUVEs--avatars, 3-D spaces and bubble dialogue boxes--affect interaction in an online problem-based learning (PBL) activity. The study participants were eleven undergraduate students enrolled in a 200-level, three-credit-hour technology integration course at a Midwestern…
ERIC Educational Resources Information Center
Stoet, Gijsbert
2017-01-01
This article reviews PsyToolkit, a free web-based service designed for setting up, running, and analyzing online questionnaires and reaction-time (RT) experiments. It comes with extensive documentation, videos, lessons, and libraries of free-to-use psychological scales and RT experiments. It provides an elaborate interactive environment to use (or…
Influence of Learning Styles on Social Structures in Online Learning Environments
ERIC Educational Resources Information Center
Cela, Karina; Sicilia, Miguel-Ángel; Sánchez-Alonso, Salvador
2016-01-01
In e-learning settings, the interactions of students with one another, with the course content and with the instructors generate a considerable amount of information that may be useful for understanding how people learn online. The objective of the present research was to use social network analysis to explore the social structure of an e-learning…
ERIC Educational Resources Information Center
Chametzky, Barry
2013-01-01
With the Internet, foreign language learners can interact more easily with native speakers from other countries than in previous generations. For learners to develop the ability to function in foreign environments, it is vital to understand their experiences in postsecondary online foreign language classes. If educators and educational theorists…
The Acquisition of Skill and Expertise in Massively Multiplayer Online Games
ERIC Educational Resources Information Center
Schrader, P. G.; McCreery, Michael
2008-01-01
Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…
ERIC Educational Resources Information Center
Jyothi, Sujana; McAvinia, Claire; Keating, John
2012-01-01
Much research in recent years has focused on the introduction of virtual learning environments (VLEs) to universities, documenting practice, and sharing experience ([2], [9], [45] and [58]). Attention has been directed towards the importance of online dialogue for learning as a defining feature of the VLE. Communicative tools are an important…
ERIC Educational Resources Information Center
Ruane, Regina
2012-01-01
This study explored the ways that students in an online teacher education program connected in a specially crafted peer mentoring program developed for cross-level peer mentoring. Program administrators developed the peer mentoring site in response to observations that enrolled students, particularly new students, were often unsure of how to…
Usefulness of Social Network Sites for Adolescents' Development of Online Career Skills
ERIC Educational Resources Information Center
Rutten, Mariëlle; Ros, Anje; Kuijpers, Marinka; Kreijns, Karel
2016-01-01
Schools have an important role in teaching students how to use Social Network Site (SNS) for career purposes. This involves the opportunity for students to practice online career skills. Different types of digital environments are available for schools. There are SNS designed to enable users to interact and network. In addition there are digital…
The Visual Geophysical Exploration Environment: A Multi-dimensional Scientific Visualization
NASA Astrophysics Data System (ADS)
Pandya, R. E.; Domenico, B.; Murray, D.; Marlino, M. R.
2003-12-01
The Visual Geophysical Exploration Environment (VGEE) is an online learning environment designed to help undergraduate students understand fundamental Earth system science concepts. The guiding principle of the VGEE is the importance of hands-on interaction with scientific visualization and data. The VGEE consists of four elements: 1) an online, inquiry-based curriculum for guiding student exploration; 2) a suite of El Nino-related data sets adapted for student use; 3) a learner-centered interface to a scientific visualization tool; and 4) a set of concept models (interactive tools that help students understand fundamental scientific concepts). There are two key innovations featured in this interactive poster session. One is the integration of concept models and the visualization tool. Concept models are simple, interactive, Java-based illustrations of fundamental physical principles. We developed eight concept models and integrated them into the visualization tool to enable students to probe data. The ability to probe data using a concept model addresses the common problem of transfer: the difficulty students have in applying theoretical knowledge to everyday phenomenon. The other innovation is a visualization environment and data that are discoverable in digital libraries, and installed, configured, and used for investigations over the web. By collaborating with the Integrated Data Viewer developers, we were able to embed a web-launchable visualization tool and access to distributed data sets into the online curricula. The Thematic Real-time Environmental Data Distributed Services (THREDDS) project is working to provide catalogs of datasets that can be used in new VGEE curricula under development. By cataloging this curricula in the Digital Library for Earth System Education (DLESE), learners and educators can discover the data and visualization tool within a framework that guides their use.
Black, Pamela J; Wollis, Melissa; Woodworth, Michael; Hancock, Jeffrey T
2015-06-01
There is a large body of evidence to suggest that child sex offenders engage in grooming to facilitate victimization. It has been speculated that this step-by-step grooming process is also used by offenders who access their underage victims online; however, little research has been done to examine whether there are unique aspects of computer-mediated communication that impact the traditional face-to-face grooming process. This study considered the similarities and differences in the grooming process in online environments by analyzing the language used by online offenders when communicating with their victims. The transcripts of 44 convicted online offenders were analyzed to assess a proposed theory of the online grooming process (O'Connell, 2003). Using a stage-based approach, computerized text analysis examined the types of language used in each stage of the offender-victim interaction. The transcripts also were content analyzed to examine the frequency of specific techniques known to be employed by both face-to-face and online offenders, such as flattery. Results reveal that while some evidence of the strategies used by offenders throughout the grooming process are present in online environments, the order and timing of these stages appear to be different. The types (and potential underlying pattern) of strategies used in online grooming support the development of a revised model for grooming in online environments. Copyright © 2015 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Bozkurt, Aras; Karadeniz, Abdulkadir; Kocdar, Serpil
2017-01-01
The advent of Web 2.0 technologies transformed online networks into interactive spaces in which user-generated content has become the core material. With the possibilities that emerged from Web 2.0, social networking sites became very popular. The capability of social networking sites promises opportunities for communication and interaction,…
Effectiveness of Strategies to Enhance Interaction in Courses Employing Different Blend Categories
ERIC Educational Resources Information Center
Pensabene, Thomas C.
2011-01-01
Given the value of participant interaction to enhance learning, and the growth of blended (face-to-face and online) delivery, the purpose of this study was to examine the way instructor-designers approach interactions in blended learning environments, and the effectiveness of these approaches in terms of student satisfaction and expectations.…
Building a Learning Experience: What Do Learners' Online Interaction Data Imply?
ERIC Educational Resources Information Center
Kokoç, Mehmet; Altun, Arif
2016-01-01
It is still under debate whether learners' interaction data within e-learning and/or open learning environments could be considered as reflections of their learning experiences to be effective or not. Therefore, it is meaningful to explore the nature of these interactions and to make meaningful conclusions. This study aims to explore what the…
NASA Astrophysics Data System (ADS)
May, Dominik; Wold, Kari; Moore, Stephanie
2015-09-01
The world is changing significantly, and it is becoming increasingly globalised. This means that countries, businesses, and professionals must think and act globally to be successful. Many individuals, however, are not prepared with the global competency skills needed to communicate and perform effectively in a globalised system. To address this need, higher education institutions are looking for ways to instil these skills in their students. This paper explains one promising approach using current learning principles: transnational interactive online environments in engineering education. In 2011, the TU Dortmund and the University of Virginia initiated a collaboration in which engineering students from both universities took part in one online synchronous course and worked together on global topics. This paper describes how the course was designed and discusses specific research results regarding how interactive online role-playing simulations support students in gaining the global competency skills required to actively participate in today's international workforce.
ERIC Educational Resources Information Center
Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine
2017-01-01
This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…
Miller, Paulette J
2012-01-01
Online discussion activities are designed for computer-mediated learning activities in face-to-face, hybrid, and totally online courses. The use of asynchronous computer-mediated communication (A-CMC) coupled with authentic workplace case studies provides students in the protected learning environment with opportunities to practice workplace decision making and communication. In this study, communication behaviors of transmitter and receiver were analyzed to determine participation and interactivity in communication among small-group participants in a health information management capstone management course.
ERIC Educational Resources Information Center
Wu, Sheng-Yi; Chen, Sherry Y.; Hou, Huei-Tse
2016-01-01
Concept maps can be used as a cognitive tool to assist learners' knowledge construction. However, in a concept map-based online discussion environment, studies that take into consideration learners' manipulative actions of composing concept maps, cognitive process among learners' discussion, and social knowledge construction at the same time are…
A Study of African American Males and Their Response to Online Learning
ERIC Educational Resources Information Center
McCoy, Kecia L.
2012-01-01
This was a phenomenological study. There were 6 co-researchers used for this study. Two LiveLesson interviews were used for the data collection. LiveLesson is an interactive web environment which allows the researchers to conduct real-time discussions in an online setting. The participants can type, speaking into a microphone, and/or use a webcam…
Touring Mars Online, Real-time, in 3D for Math and Science Educators and Students
ERIC Educational Resources Information Center
Jones, Greg; Kalinowski, Kevin
2007-01-01
This article discusses a project that placed over 97% of Mars' topography made available from NASA into an interactive 3D multi-user online learning environment beginning in 2003. In 2005 curriculum materials that were created to support middle school math and science education were developed. Research conducted at the University of North Texas…
ERIC Educational Resources Information Center
Tuapawa, Kimberley
2017-01-01
Through a phenomenological approach, this research aimed to make an interpretation of key stakeholders' [educational online technology] EOT experiences, to establish their current EOT needs and challenges, and provide a basis from which to recommend methods for effective EOT support. It analysed a range of students' and teachers' EOT experiences,…
A Usability Evaluation of a Blended MOOC Environment: An Experimental Case Study
ERIC Educational Resources Information Center
Yousef, Ahmed Mohamed Fahmy; Chatti, Mohamed Amine; Schroeder, Ulrik; Wosnitza, Marold
2015-01-01
In the past few years, there has been an increasing interest in Massive Open Online Courses (MOOCs) as a new form of Technology-Enhanced Learning (TEL), in higher education and beyond. Recognizing the limitations of standalone MOOCs, blended MOOCs (bMOOCs) that aim at bringing in-class (i.e. face-to-face) interactions and online learning…
ERIC Educational Resources Information Center
Tuapawa, Kimberley
2017-01-01
This research made a phenomenological interpretation of key stakeholders' experiences with educational online technologies (EOT), to determine their present EOT needs and challenges and provide a basis from which to propose methods for effective EOT support. It analysed the EOT experiences of 10 students and 10 teachers from New Zealand and…
ERIC Educational Resources Information Center
Bower, Matt
2011-01-01
Based on a three-semester design-based research study examining learning and teaching in a web-conferencing environment, this article identifies types of synchronous collaboration competencies and reveals their influence on learning processes. Four levels of online collaborative competencies were observed--operational, interactional, managerial,…
Modeling Student Learning Behavior Patterns in an Online Science Inquiry Environment
ERIC Educational Resources Information Center
Brenner, Daniel G.; Matlen, Bryan J.; Timms, Michael J.; Gochyyev, Perman; Grillo-Hill, Andrew; Luttgen, Kim; Varfolomeeva, Marina
2017-01-01
This study investigated how the frequency and level of assistance provided to students interacted with prior knowledge to affect learning in the "Voyage to Galapagos" ("VTG") science inquiry-learning environment. "VTG" provides students with the opportunity to do simulated science field work in Galapagos as they…
The Ecology of Interactive Learning Environments: Situating Traditional Theory
ERIC Educational Resources Information Center
Johnson, Genevieve Marie
2014-01-01
In educational discourse on human learning (i.e. the result of experience) and development (i.e. the result of maturation), there are three fundamental theoretical frameworks, -- behaviourism, cognitivism and constructivism, each of which have been applied, with varying degrees of success, in online environments. An ecological framework of human…
Exploration and Discovery through Maps: Teaching Science with Technology
Online maps have the power to bring students closer to their local natural environments. EnviroAtlas is an interactive, web-based tool that was designed by the EPA and its partners to provide access to maps that show the status of the local environment and social elements of an ...
ERIC Educational Resources Information Center
Torras, Eulalia; Barbera, Elena
2010-01-01
Written environments in online learning enable professional discourse to be analysed in depth and provide greater knowledge for improving learning and for planning and delivering courses aimed at professional development. Until now, research into professional discourse has highlighted the importance of interaction in the development of…
The Value of Interactive Assignments in the Online Learning Environment
ERIC Educational Resources Information Center
Florenthal, Bela
2016-01-01
The offerings of Web-based supplemental material for textbooks have been increasingly growing. When deciding to adopt a textbook, instructors examine the added value of the associated supplements, also called "e-learning tools," to enhance students' learning of course concepts. In this study, one such supplement, interactive assignments,…
Looking Back--A Lesson Learned: From Videotape to Digital Media
ERIC Educational Resources Information Center
Lys, Franziska
2010-01-01
This paper chronicles the development of Drehort Neubrandenburg Online, an interactive, content-rich audiovisual language learning environment based on documentary film material shot on location in Neubrandenburg, Germany, in 1991 and 2002 and aimed at making language learning more interactive and more real. The paper starts with the description…
Developing Interactive E-Learning Activities
ERIC Educational Resources Information Center
Watkins, Ryan
2005-01-01
Although e-learning can offer interactive and engaging learning experiences, the creative ideas that are necessary to create such environments are not always easy to come up with when designing, developing, or teaching e-learning courses. E-learning activities use online technologies such as chat rooms, discussion boards, or email to facilitate…
A Suggested Model for a Working Cyberschool.
ERIC Educational Resources Information Center
Javid, Mahnaz A.
2000-01-01
Suggests a model for a working cyberschool based on a case study of Kamiak Cyberschool (Washington), a technology-driven public high school. Topics include flexible hours; one-to-one interaction with teachers; a supportive school environment; use of computers, interactive media, and online resources; and self-paced, project-based learning.…
Non-traditional approaches to teaching GPS online
NASA Astrophysics Data System (ADS)
Matias, A.; Wolf, D. F., II
2009-12-01
Students are increasingly turning to the web for quality education that fits into their lives. Nonetheless, online learning brings challenges as well as a fresh opportunity for exploring pedagogical practices not present on traditional higher education programs, particularly in the sciences. A team of two dozen Empire State College-State University of New York instructional designers, faculty, and other staff are working on making science relevant to non-majors who may initially have anxiety about general education science courses. One of these courses, GPS and the New Geography, focuses on how Global Positioning System (GPS) technology provides a base for inquiry and scientific discovery from a range of environmental issues with local, regional, and global scope. GPS and the New Geography is an introductory level course developed under a grant supported by the Charitable Leadership Foundation. Taking advantage of the proliferation of tools currently available for online learning management systems, we explore current trends in Web 2.0 applications to aggregate and leverage data to create a nontraditional, interactive learning environment. Using our best practices to promote on-line discussion and interaction, these tools help engage students and foster deep learning. During the 15-week term students learn through case studies, problem-based exercises, and the use of scientific data; thus, expanding their spatial literacy and gain experience using real spatial technology tools to enhance their understanding of real-world issues. In particular, we present how the use of Mapblogs an in-house developed blogging platform that uses GIS interplaying with GPS units, interactive data presentations, intuitive visual working environments, harnessing RSS feeds, and other nontraditional Web 2.0 technology has successfully promoted active learning in the virtual learning environment.
Modeling and Detecting Feature Interactions among Integrated Services of Home Network Systems
NASA Astrophysics Data System (ADS)
Igaki, Hiroshi; Nakamura, Masahide
This paper presents a framework for formalizing and detecting feature interactions (FIs) in the emerging smart home domain. We first establish a model of home network system (HNS), where every networked appliance (or the HNS environment) is characterized as an object consisting of properties and methods. Then, every HNS service is defined as a sequence of method invocations of the appliances. Within the model, we next formalize two kinds of FIs: (a) appliance interactions and (b) environment interactions. An appliance interaction occurs when two method invocations conflict on the same appliance, whereas an environment interaction arises when two method invocations conflict indirectly via the environment. Finally, we propose offline and online methods that detect FIs before service deployment and during execution, respectively. Through a case study with seven practical services, it is shown that the proposed framework is generic enough to capture feature interactions in HNS integrated services. We also discuss several FI resolution schemes within the proposed framework.
Teachers' and students' perspectives on teaching and learning through virtual learning environments
NASA Astrophysics Data System (ADS)
Limniou, M.; Smith, M.
2010-12-01
The aim of this investigation was to get an insight into how teachers and students responded to the use of virtual learning environments (VLE) in engineering education and what their expectations were from online courses. Teachers designed their online courses with the assistance of a support e-learning team and questionnaires were used for teachers and students to express their views on the online courses. Teachers pointed out that the online courses by themselves would be able to tackle limited lecture time and strengthen the students' background knowledge. Students, on the other hand, stated that their difficulties regarding the courses could be facilitated by using a more interactive teaching approach with the use of collaboration tools and receiving individual feedback. Thus, students suggested that teachers adopt a more student-centred approach by using VLE. Teachers' and students' perspectives were related to their personal characteristics, as students were more familiar with everyday e-communication tools.
Foreign Language Vocabulary Development through Activities in an Online 3D Environment
ERIC Educational Resources Information Center
Milton, James; Jonsen, Sunniva; Hirst, Steven; Lindenburn, Sharn
2012-01-01
On-line virtual 3D worlds offer the opportunity for users to interact in real time with native speakers of the language they are learning. In principle, this ought to be of great benefit to learners, and mimicking the opportunity for immersion that real-life travel to a foreign country offers. We have very little research to show whether this is…
Lee, Jee Young; Kwon, Yeji; Yang, Soeun; Park, Sora; Kim, Eun-Mee; Na, Eun-Yeong
2017-01-01
Cyberbullying is one of the negative consequences of online social interaction. The digital environment enables adolescents to engage in online social interaction beyond the traditional physical boundaries of families, neighborhoods, and schools. The authors examined connections to friendship networks in both online and offline settings are related to their experiences as victims, perpetrators, and bystanders of cyberbullying. A comparative face-to-face survey of adolescents (12-15-year-olds) was conducted in Korea (n = 520) and Australia (n = 401). The results reveal that online networks are partially related to cyberbullying in both countries, showing the size of social network sites was significantly correlated with experience cyberbullying among adolescents in both countries. However there were cultural differences in the impact of friendship networks on cyberbullying. The size of the online and offline networks has a stronger impact on the cyberbullying experiences in Korea than it does in Australia. In particular, the number of friends in cliques was positively related to both bullying and victimization in Korea.
Animated Agents Teaching Helping Skills in an Online Environment: A Pilot Study
ERIC Educational Resources Information Center
Duggan, Molly H.; Adcock, Amy B.
2007-01-01
Human service educators constantly struggle with how to best teach students the communication skills required of entry-level human service professionals. While teaching such skills is easier in a traditional face-to-face environment, teaching communication skills via distance learning presents its own challenges. Developing interactive web-based…
ERIC Educational Resources Information Center
Gunawardena, Charlotte N.
1998-01-01
Explores issues related to the design of collaborative-learning environments mediated by computer conferencing from the perspective of challenges faced in the sociocultural context of the Indian sub-continent. Examines the impact of online features on social cohesiveness, group dynamics, interaction, communication anxiety, and participation.…
An Emic Lens into Online Learning Environments in PPL in Undergraduate Dentistry
ERIC Educational Resources Information Center
Bridges, Susan
2015-01-01
Whilst face-to-face tutorial group interaction has been the focus of quantitative and qualitative studies in problem-based learning (PBL), little work has explored the independent learning phase of the PBL cycle from an interactionist perspective. An interactional ethnographic logic of inquiry guided collection and analysis of video recordings and…
When to Talk, When to Chat: Student Interactions in Live Virtual Classrooms
ERIC Educational Resources Information Center
Vu, Phu; Fadde, Peter J.
2013-01-01
This study explores students' choices of verbal and text interaction in a synchronous Live Virtual Classroom (LVC) environment that mixed onsite and online learners. Data were collected from analysis of recorded LVC sessions and post-course interviews with students in two different offerings of a graduate instructional design course that used…
Interactive and Situated Learning in Education for Sustainability
ERIC Educational Resources Information Center
Altomonte, Sergio; Logan, Brian; Feisst, Markus; Rutherford, Peter; Wilson, Robin
2016-01-01
Purpose: This study aims to explore the opportunities offered by interactive and situated learning (e-learning and m-learning) in support of education for sustainability in disciplines of the built environment. Design/Methodology/Approach: The paper illustrates the development of an online portal and a mobile app aimed at promoting students'…
Online social networking sites-a novel setting for health promotion?
Loss, Julika; Lindacher, Verena; Curbach, Janina
2014-03-01
Among adolescents, online social networking sites (SNS) such as Facebook are popular platforms for social interaction and may therefore be considered as 'novel settings' that could be exploited for health promotion. In this article, we examine the relevant definitions in health promotion and literature in order to analyze whether key characteristics of 'settings for health promotion' and the socio-ecological settings approach can be transferred to SNS. As many of our daily activities have shifted to cyberspace, we argue that online social interaction may gain more importance than geographic closeness for defining a 'setting'. While exposition to positive references to risk behavior by peers may render the SNS environment detrimental to health, SNS may allow people to create their own content and therefore foster participation. However, those health promotion projects delivered on SNS up until today solely relied on health education directed at end users. It remains unclear how health promotion on SNS can meet other requirements of the settings approach (e.g. building partnerships, changing the environment). As yet, one should be cautious in terming SNS a 'setting'. Copyright © 2013 Elsevier Ltd. All rights reserved.
Even good bots fight: The case of Wikipedia
Tsvetkova, Milena; García-Gavilanes, Ruth; Floridi, Luciano; Yasseri, Taha
2017-01-01
In recent years, there has been a huge increase in the number of bots online, varying from Web crawlers for search engines, to chatbots for online customer service, spambots on social media, and content-editing bots in online collaboration communities. The online world has turned into an ecosystem of bots. However, our knowledge of how these automated agents are interacting with each other is rather poor. Bots are predictable automatons that do not have the capacity for emotions, meaning-making, creativity, and sociality and it is hence natural to expect interactions between bots to be relatively predictable and uneventful. In this article, we analyze the interactions between bots that edit articles on Wikipedia. We track the extent to which bots undid each other’s edits over the period 2001–2010, model how pairs of bots interact over time, and identify different types of interaction trajectories. We find that, although Wikipedia bots are intended to support the encyclopedia, they often undo each other’s edits and these sterile “fights” may sometimes continue for years. Unlike humans on Wikipedia, bots’ interactions tend to occur over longer periods of time and to be more reciprocated. Yet, just like humans, bots in different cultural environments may behave differently. Our research suggests that even relatively “dumb” bots may give rise to complex interactions, and this carries important implications for Artificial Intelligence research. Understanding what affects bot-bot interactions is crucial for managing social media well, providing adequate cyber-security, and designing well functioning autonomous vehicles. PMID:28231323
Even good bots fight: The case of Wikipedia.
Tsvetkova, Milena; García-Gavilanes, Ruth; Floridi, Luciano; Yasseri, Taha
2017-01-01
In recent years, there has been a huge increase in the number of bots online, varying from Web crawlers for search engines, to chatbots for online customer service, spambots on social media, and content-editing bots in online collaboration communities. The online world has turned into an ecosystem of bots. However, our knowledge of how these automated agents are interacting with each other is rather poor. Bots are predictable automatons that do not have the capacity for emotions, meaning-making, creativity, and sociality and it is hence natural to expect interactions between bots to be relatively predictable and uneventful. In this article, we analyze the interactions between bots that edit articles on Wikipedia. We track the extent to which bots undid each other's edits over the period 2001-2010, model how pairs of bots interact over time, and identify different types of interaction trajectories. We find that, although Wikipedia bots are intended to support the encyclopedia, they often undo each other's edits and these sterile "fights" may sometimes continue for years. Unlike humans on Wikipedia, bots' interactions tend to occur over longer periods of time and to be more reciprocated. Yet, just like humans, bots in different cultural environments may behave differently. Our research suggests that even relatively "dumb" bots may give rise to complex interactions, and this carries important implications for Artificial Intelligence research. Understanding what affects bot-bot interactions is crucial for managing social media well, providing adequate cyber-security, and designing well functioning autonomous vehicles.
An Online Astronomy Course VS. A Interactive Classroom
NASA Astrophysics Data System (ADS)
Slater, Timothy F.; Bailey, Janelle M.; Jaeggli, Sarah A.; Jones, Lauren V.; Lee, Ariane C.
Contemporary science education reforms emphasize building instruction around students’ pre-instructional beliefs fostering a learning environment where students interact with information and phenomena and providing students with frequent feedback to help them monitor their own learning. Recently personal computers and the Internet have given students access to scientific data sets and visualization tools that only professional scientists could use a few years before. With these things in mind we designed a hypermedia learning experience for introductory astronomy (Astronomy Online) that matches Internet technology with how people learn. Astronomy Online was used as the sole delivery system for courses offered during the Fall 2002 semester. The courses are run online. In one manifestation the course was delivered to middle and secondary school teachers spread across the globe. In another version the course was delivered to college undergraduate non-science majors where the only class meetings were a single orientation session and three on-campus exams. We compare these with on-campus courses that use highly interactive teaching techniques by studying common examination questions the Astronomy Diagnostic Test an attitude survey and interviews with students
ERIC Educational Resources Information Center
Cross, Simon; Whitelock, Denise
2017-01-01
The new pedagogical opportunities that massive open online course (MOOC) learning environments offer for the teaching of fee-paying students on university-accredited courses are of growing interest to educators. This paper presents a case study from a postgraduate-taught course at the Open University, UK, where a MOOC performed the dual role of a…
Ertmer, Peggy A; Nour, Abdelfattah Y M
2007-01-01
In recent years, the Internet has become an effective and accessible delivery mechanism for distance education. In 2003, 81% of all institutions of higher education offered at least one fully online or hybrid course. By 2005, the proportion of institutions that listed online education as important to their long-term goals had increased by 8%. This growth in available online courses and their increased convenience and flexibility have stimulated dramatic increases in enrollment in online programs, including the Veterinary Technology Distance Learning Program (VT-DLP) at Purdue University. Regardless of the obvious benefits, distance learning (DL) can be frustrating for the learners if course developers are unable to merge their knowledge about the learners, the process of instructional design, and the appropriate uses of technology and interactivity options into effective course designs. This article describes strategies that we have used to increase students' learning of physiology content in an online environment. While some of these are similar, if not identical, to strategies that might be used in a face-to-face (f2f) environment (e.g., case studies, videos, concept maps), additional strategies (e.g., animations, virtual microscopy) are needed to replace or supplement what might normally occur in a f2f course. We describe how we have addressed students' need for instructional interaction, specifically in the context of two foundational physiology courses that occur early in the VT-DLP. Although the teaching and learning strategies we have used have led to increasingly high levels of interaction, there is an ongoing need to evaluate these strategies to determine their impact on students' learning of physiology content, their development of problem-solving skills, and their retention of information.
NASA Astrophysics Data System (ADS)
Gulland, E.-K.; Veenendaal, B.; Schut, A. G. T.
2012-07-01
Problem-solving knowledge and skills are an important attribute of spatial sciences graduates. The challenge of higher education is to build a teaching and learning environment that enables students to acquire these skills in relevant and authentic applications. This study investigates the effectiveness of traditional face-to-face teaching and online learning technologies in supporting the student learning of problem-solving and computer programming skills, techniques and solutions. The student cohort considered for this study involves students in the surveying as well as geographic information science (GISc) disciplines. Also, students studying across a range of learning modes including on-campus, distance and blended, are considered in this study. Student feedback and past studies reveal a lack of student interest and engagement in problem solving and computer programming. Many students do not see such skills as directly relevant and applicable to their perceptions of what future spatial careers hold. A range of teaching and learning methods for both face-to-face teaching and distance learning were introduced to address some of the perceived weaknesses of the learning environment. These included initiating greater student interaction in lectures, modifying assessments to provide greater feedback and student accountability, and the provision of more interactive and engaging online learning resources. The paper presents and evaluates the teaching methods used to support the student learning environment. Responses of students in relation to their learning experiences were collected via two anonymous, online surveys and these results were analysed with respect to student pass and retention rates. The study found a clear distinction between expectations and engagement of surveying students in comparison to GISc students. A further outcome revealed that students who were already engaged in their learning benefited the most from the interactive learning resources and opportunities provided.
Trust and Online Reputation Systems
NASA Astrophysics Data System (ADS)
Kwan, Ming; Ramachandran, Deepak
Web 2.0 technologies provide organizations with unprecedented opportunities to expand and solidify relationships with their customers, partners, and employees—while empowering firms to define entirely new business models focused on sharing information in online collaborative environments. Yet, in and of themselves, these technologies cannot ensure productive online interactions. Leading enterprises that are experimenting with social networks and online communities are already discovering this fact and along with it, the importance of establishing trust as the foundation for online collaboration and transactions. Just as today's consumers must feel secure to bank, exchange personal information and purchase products and services online; participants in Web 2.0 initiatives will only accept the higher levels of risk and exposure inherent in e-commerce and Web collaboration in an environment of trust. Indeed, only by attending to the need to cultivate online trust with customers, partners and employees will enterprises ever fully exploit the expanded business potential posed by Web 2.0. But developing online trust is no easy feat. While various preliminary attempts have occurred, no definitive model for establishing or measuring it has yet been established. To that end, nGenera has identified three, distinct dimensions of online trust: reputation (quantitative-based); relationship (qualitative-based) and process (system-based). When considered together, they form a valuable model for understanding online trust and a toolbox for cultivating it to support Web 2.0 initiatives.
Civic Participation among Seventh-Grade Social Studies Students in Multi-User Virtual Environments
ERIC Educational Resources Information Center
Zieger, Laura; Farber, Matthew
2012-01-01
Technological advances on the Internet now enable students to develop participation skills in virtual worlds. Similar to controlling a character in a video game, multi-user virtual environments, or MUVEs, allow participants to interact with others in synchronous, online settings. The authors of this study created a link between MUVEs and…
Mitigating Challenges of Using Virtual Reality in Online Courses: A Case Study
ERIC Educational Resources Information Center
Stewart, Barbara; Hutchins, Holly M.; Ezell, Shirley; De Martino, Darrell; Bobba, Anil
2010-01-01
Case study methodology was used to describe the challenges experienced in the development of a virtual component for a freshman-level undergraduate course. The purpose of the project was to use a virtual environment component to provide an interactive and engaging learning environment. While some student and faculty feedback was positive, this…
ERIC Educational Resources Information Center
Adanir, Gülgün Afacan
2017-01-01
This case study demonstrates the use of interaction analysis techniques to explore students' knowledge building process evidenced in time-stamped logs of a CSCL environment that consists of chat, shared whiteboard, and wiki features. The study was performed in a graduate level course, which covers online assignments that expect students to…
ERIC Educational Resources Information Center
deNoyelles, Aimee; Seo, Kay Kyeong-Ju
2012-01-01
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Social Presence and Interaction in Learning Environments: The Effect on Student Success
ERIC Educational Resources Information Center
Kožuh, Ines; Jeremic, Zoran; Sarjaš, Andrej; Bele, Julija Lapuh; Devedžic, Vladan; Debevc, Matjaž
2015-01-01
With the increased use of social media there is a growing interest in using social interaction and social presence in education. Despite this phenomenon, no appropriate methodology was found on effective integrating of both concepts into online learning. In this study, we propose integrating two different kinds of learning tools to provide social…
ERIC Educational Resources Information Center
Costley, Jamie; Lange, Christopher
2016-01-01
Understanding the relationship between social presence and critical thinking is useful for gaining insight into the interaction and discourse of learners online. Further study of how these two presences interact is important because research has shown a wide variety of relationships, both positive and negative, between social presence and critical…
ERIC Educational Resources Information Center
Yang, Mau-Tsuen; Liao, Wan-Che
2014-01-01
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
ERIC Educational Resources Information Center
Baralt, Melissa
2013-01-01
Informed by the cognition hypothesis (Robinson, 2011), recent studies indicate that more cognitively complex tasks can result in better incorporation of feedback during interaction and, as a consequence, more learning. It is not known, however, how task complexity and feedback work together in computerized environments. The present study addressed…
Hammarlund, Catharina Sjödahl; Nilsson, Maria H; Gummesson, Christina
2015-01-01
Online courses have become common in health sciences education. This learning environment can be designed using different approaches to support student learning. To further develop online environment, it is important to understand how students perceive working and learning online. The aim of this study is to identify aspects influencing students' learning processes and their adaptation to self-directed learning online. Thirty-four physiotherapy students with a mean age of 25 years (range, 21 to 34 years) participated. Qualitative content analysis and triangulation was used when investigating the students' self-reflections, written during a five week self-directed, problem-oriented online course. Two categories emerged: 'the influence of the structured framework' and 'communication and interaction with teachers and peers.' The learning processes were influenced by external factors, e.g., a clear structure including a transparent alignment of assignments and assessment. Important challenges to over-come were primarily internal factors, e.g., low self-efficacy, difficulties to plan the work effectively and adapting to a new environment. The analyses reflected important perspectives targeting areas which enable further course development. The influences of external and internal factors on learning strategies and self-efficacy are important aspects to consider when designing online courses. Factors such as pedagogical design, clarity of purpose, goals, and guidelines were important as well as continuous opportunities for communication and collaboration. Further studies are needed to understand and scaffold the motivational factors among students with low self-efficacy.
Environments for online maritime simulators with cloud computing capabilities
NASA Astrophysics Data System (ADS)
Raicu, Gabriel; Raicu, Alexandra
2016-12-01
This paper presents the cloud computing environments, network principles and methods for graphical development in realistic naval simulation, naval robotics and virtual interactions. The aim of this approach is to achieve a good simulation quality in large networked environments using open source solutions designed for educational purposes. Realistic rendering of maritime environments requires near real-time frameworks with enhanced computing capabilities during distance interactions. E-Navigation concepts coupled with the last achievements in virtual and augmented reality will enhance the overall experience leading to new developments and innovations. We have to deal with a multiprocessing situation using advanced technologies and distributed applications using remote ship scenario and automation of ship operations.
Online EEG-Based Workload Adaptation of an Arithmetic Learning Environment.
Walter, Carina; Rosenstiel, Wolfgang; Bogdan, Martin; Gerjets, Peter; Spüler, Martin
2017-01-01
In this paper, we demonstrate a closed-loop EEG-based learning environment, that adapts instructional learning material online, to improve learning success in students during arithmetic learning. The amount of cognitive workload during learning is crucial for successful learning and should be held in the optimal range for each learner. Based on EEG data from 10 subjects, we created a prediction model that estimates the learner's workload to obtain an unobtrusive workload measure. Furthermore, we developed an interactive learning environment that uses the prediction model to estimate the learner's workload online based on the EEG data and adapt the difficulty of the learning material to keep the learner's workload in an optimal range. The EEG-based learning environment was used by 13 subjects to learn arithmetic addition in the octal number system, leading to a significant learning effect. The results suggest that it is feasible to use EEG as an unobtrusive measure of cognitive workload to adapt the learning content. Further it demonstrates that a promptly workload prediction is possible using a generalized prediction model without the need for a user-specific calibration.
The Hype over Hyperbolic Browsers.
ERIC Educational Resources Information Center
Allen, Maryellen Mott
2002-01-01
Considers complaints about the usability in the human-computer interaction aspect of information retrieval and discusses information visualization, the Online Library of Information Visualization Environments, hyperbolic information structure, subject searching, real-world applications, relational databases and hyperbolic trees, and the future of…
Technology and Education: Partners in Excellence.
ERIC Educational Resources Information Center
Main, Christine; Berry, Marsha
1993-01-01
Northern Kentucky University uses Ole, online learning educational system, which provides an interactive learning environment. Pilot participants received better grades and evaluated instructors more favorably than controls. An average of 30 percent savings per student over five years is expected. (SK)
ERIC Educational Resources Information Center
Pecot-Hebert, Lisa
2012-01-01
A hybrid course, which combines the face-to-face interactions of a traditional course with the flexibility of an online course, provides an alternative option for educating students in a new media environment. While educators often interact with their students through various electronic learning management systems that are set up within the…
ERIC Educational Resources Information Center
Chang, Cheng-Chieh; Yang, Fang-Ying
2010-01-01
This study measured high-school learners' cognitive load as they interacted with different web-based curriculum components, and examined the interactions between cognitive load and web-based concept learning. Participants in this study were 105 11th graders from an academic senior high school in Taiwan. An online, multimedia curriculum on the…
ERIC Educational Resources Information Center
Razak, Norizan Abdul; Saeed, Murad; Ahmad, Zulkifli
2013-01-01
As most traditional classroom environments in English as Foreign Language (EFL) still restrict learners' collaboration and interaction in college writing classes, today, the majority of EFL learners are accessing Social Networking Sites (SNSs) as online communities of practice (CoPs) for adopting informal collaborative learning as a way of…
ERIC Educational Resources Information Center
Szeto, Elson; Cheng, Annie Y. N.
2016-01-01
A synchronous blend of online learning and "face-to-face" teaching is becoming a feasible instructional approach in higher education with the advent of technology. Although this learning mode is not new in higher education, little research has been done to contextualise social presence experiences in which effects of interactions were…
Education modules using EnviroAtlas (#2)
Session Title #1: Exploration and Discovery through Maps: Teaching Science with Technology. Online maps have the power to spark student interest and bring students closer to their local natural environments. EnviroAtlas is an interactive, web-based tool that was designed by the...
Education modules using EnviroAtlas
Proposal #1: Exploration and Discovery through Maps: Teaching Science with Technology (Elementary)Online maps have the power to bring students closer to their local natural environments. EnviroAtlas is an interactive, web-based tool that was designed by the EPA and its partners ...
Hammarlund, Catharina Sjödahl; Nilsson, Maria H.; Gummesson, Christina
2015-01-01
Purpose: Online courses have become common in health sciences education. This learning environment can be designed using different approaches to support student learning. To further develop online environment, it is important to understand how students perceive working and learning online. The aim of this study is to identify aspects influencing students’ learning processes and their adaptation to self-directed learning online. Methods: Thirty-four physiotherapy students with a mean age of 25 years (range, 21 to 34 years) participated. Qualitative content analysis and triangulation was used when investigating the students’ self-reflections, written during a five week self-directed, problem-oriented online course. Results: Two categories emerged: ‘the influence of the structured framework’ and ‘communication and interaction with teachers and peers.’ The learning processes were influenced by external factors, e.g., a clear structure including a transparent alignment of assignments and assessment. Important challenges to over-come were primarily internal factors, e.g., low self-efficacy, difficulties to plan the work effectively and adapting to a new environment. Conclusion: The analyses reflected important perspectives targeting areas which enable further course development. The influences of external and internal factors on learning strategies and self-efficacy are important aspects to consider when designing online courses. Factors such as pedagogical design, clarity of purpose, goals, and guidelines were important as well as continuous opportunities for communication and collaboration. Further studies are needed to understand and scaffold the motivational factors among students with low self-efficacy. PMID:26101401
Warriner, David Roy; Bayley, Martin; Shi, Yubing; Lawford, Patricia Victoria; Narracott, Andrew; Fenner, John
2017-11-21
This study combined themes in cardiovascular modelling, clinical cardiology and e-learning to create an on-line environment that would assist undergraduate medical students in understanding key physiological and pathophysiological processes in the cardiovascular system. An interactive on-line environment was developed incorporating a lumped-parameter mathematical model of the human cardiovascular system. The model outputs were used to characterise the progression of key disease processes and allowed students to classify disease severity with the aim of improving their understanding of abnormal physiology in a clinical context. Access to the on-line environment was offered to students at all stages of undergraduate training as an adjunct to routine lectures and tutorials in cardiac pathophysiology. Student feedback was collected on this novel on-line material in the course of routine audits of teaching delivery. Medical students, irrespective of their stage of undergraduate training, reported that they found the models and the environment interesting and a positive experience. After exposure to the environment, there was a statistically significant improvement in student performance on a series of 6 questions based on cardiovascular medicine, with a 33% and 22% increase in the number of questions answered correctly, p < 0.0001 and p < 0.001 respectively. Considerable improvement was found in students' knowledge and understanding during assessment after exposure to the e-learning environment. Opportunities exist for development of similar environments in other fields of medicine, refinement of the existing environment and further engagement with student cohorts. This work combines some exciting and developing fields in medical education, but routine adoption of these types of tool will be possible only with the engagement of all stake-holders, from educationalists, clinicians, modellers to, most importantly, medical students.
NASA Astrophysics Data System (ADS)
Tsokris, Maureen
This study investigated student and faculty perceptions of their experiences with online learning in dental hygiene Bachelor of Science degree completion programs on the dimensions of: quality of learning, connectedness to the learning environment, technology factors and student satisfaction. The experiences of dental hygiene students who took their core BS dental hygiene (BSDH) courses completely online were compared and contrasted with the perceptions of dental hygiene students who had taken a portion of the BSDH courses online and a portion in a traditional face-to-face classroom setting. Furthermore, this study compared and contrasted the perceptions of faculty on these same four dimensions based on the position held by the faculty member and the course format they are teaching in: online or a combination of online and a traditional face-to-face classroom setting. This study revealed several important differences and similarities between students who had taken their courses online and those who had taken a portion of the BSDH courses online and a portion in a traditional face-to-face classroom setting. The results showed students who had taken their courses online described factors related to the instructor as important to the quality of the learning experience such as: the experience and qualifications of the professor, the examples they provided and the instructors prompt response to questions. Students who had taken courses in both formats described factors related to the amount of effort they put into the course, their classmates' preparedness, the course materials and assignments as important to the quality of the learning experience. Although students who completed courses online reported difficulty participating in group activities, they were more positive regarding the level of interaction they experienced with their classmates online Findings indicated students who had taken their courses in both formats would have liked more opportunities to interact with their classmates. Furthermore, the online students reported participating in class discussions, posting their pictures and biographies, and using the class message board helped them develop a sense of belonging to the class community. While students that had taken classes in both formats believed that knowing their classmates from other classes is what gave them a sense of belonging to the class community. Regarding similarities between the student groups, the study revealed all students reported that not only were the convenience and flexibility of online courses the major factor that impacted their satisfaction; it was the main reason they would take other online courses and would recommend the program to others. An additional similarity between student groups was the students' perceptions of the level of interaction with their instructors. A large majority of the students felt the interaction with professors was very good. Likewise, the study revealed most students reported no issues with technology or the courseware, and that their computer skills had improved greatly after taking online courses. The results of the study indicated students felt they had learned a great deal in their online classes, that the classes were challenging and that they were actively engaged in the learning process. The results of the study showed that overall faculty was well informed regarding the factors that influence the quality of the learning experience. Moreover, they were aware of the significant role they play in developing discourse, and in providing well organized courses that incorporated various instructional techniques. Findings indicated faculty recognized that flexibility and convenience of online classes is a very important aspect of the online environment for students. The data revealed there were no differences found in the faculty's perceptions on the dimensions explored based on the format they taught in or faculty position. The findings of this study showed several important areas where faculty perceptions differed. It was found that differences exist in faculty perceptions related to students' ability to interact with their classmates online, in the degree of opportunity students have to interact with the instructor, and on the type of feedback important to students In addition, the data showed a number of faculty do not believe learning outcomes in online classes are similar to the learning outcomes in traditional classes. Finally, the data indicated that slightly more than two-thirds of the faculty participants had received training in online course development.
ERIC Educational Resources Information Center
Small, Felicity; Dowell, David; Simmons, Peter
2012-01-01
Purpose: Teachers have access to a growing range of online tools to support course delivery, but which ones are valued by students? Expectations and satisfaction are important constructs in the delivery of a service product, and how these constructs operate in a service environment, such as education where the student can also take on the role of…
ERIC Educational Resources Information Center
Uz, Cigdem; Cagiltay, Kursat
2015-01-01
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
Hazrati, Mehrnaz Kh; Erfanian, Abbas
2008-01-01
This paper presents a new EEG-based Brain-Computer Interface (BCI) for on-line controlling the sequence of hand grasping and holding in a virtual reality environment. The goal of this research is to develop an interaction technique that will allow the BCI to be effective in real-world scenarios for hand grasp control. Moreover, for consistency of man-machine interface, it is desirable the intended movement to be what the subject imagines. For this purpose, we developed an on-line BCI which was based on the classification of EEG associated with imagination of the movement of hand grasping and resting state. A classifier based on probabilistic neural network (PNN) was introduced for classifying the EEG. The PNN is a feedforward neural network that realizes the Bayes decision discriminant function by estimating probability density function using mixtures of Gaussian kernels. Two types of classification schemes were considered here for on-line hand control: adaptive and static. In contrast to static classification, the adaptive classifier was continuously updated on-line during recording. The experimental evaluation on six subjects on different days demonstrated that by using the static scheme, a classification accuracy as high as the rate obtained by the adaptive scheme can be achieved. At the best case, an average classification accuracy of 93.0% and 85.8% was obtained using adaptive and static scheme, respectively. The results obtained from more than 1500 trials on six subjects showed that interactive virtual reality environment can be used as an effective tool for subject training in BCI.
Infusing Technology into Customer Relationships: Balancing High-Tech and High-Touch
NASA Astrophysics Data System (ADS)
Salomann, Harald; Kolbe, Lutz; Brenner, Walter
In today's business environment, self-service is becoming increasingly important. In order to promote their self-service activities, banks have created online-only products and airlines offer exclusive discounts for passengers booking online. Self-service technologies' practical applications demonstrate this approach's potential. For example, Amtrak introduced an IVR (Interactive Voice Response) system, allowing cost savings of 13m; likewise Royal Mail installed an IVR system leading to a reduction of its customer service costs by 25% (Economist 2004).
Men's harassment behavior in online video games: Personality traits and game factors.
Tang, Wai Yen; Fox, Jesse
2016-11-01
Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.
Ng, Manwa L; Bridges, Susan; Law, Sam Po; Whitehill, Tara
2014-01-01
Problem-based learning (PBL) has been shown to be effective for promoting student competencies in self-directed and collaborative learning, critical thinking, self-reflection and tackling novel situations. However, the need for face-to-face interactions at the same place and time severely limits the potential of traditional PBL. The requirements of space and for meeting at a specific location at the same time create timetabling difficulties. Such limitations need to be tackled before all potentials of PBL learning can be realized. The present study aimed at designing and implementing an online PBL environment for undergraduate speech/language pathology students, and assessing the associated pedagogical effectiveness. A group of eight PBL students were randomly selected to participate in the study. They underwent 4 weeks of online PBL using Adobe Connect. Upon completion of the experiment, they were assessed via a self-reported questionnaire and quantitative comparison with traditional PBL students based on the same written assignment. The questionnaire revealed that all participating students enjoyed online PBL, without any perceived negative effects on learning. Online PBL unanimously saved the students travel time to and from school. Statistical analysis indicated no significant difference in assignment grades between the online and traditional PBL groups, indicating that online PBL learning appears to be similarly effective as traditional face-to-face PBL learning.
Electronic Media: A Motivational Strategy for Student Success
ERIC Educational Resources Information Center
Finamore, Dora C. D.; Hochanadel, Aaron J.; Hochanadel, Cathleen E.; Millam, Loretta A.; Reinhardt, Michelle M.
2012-01-01
Motivation, engagement, goal attainment and effective interaction are essential components for college students to be successful in the online educational environment. The popularity and influx of electronic media applications has allowed educators the opportunity to incorporate social media (Facebook, Twitter), and volitional messages (Simple…
Digital Literacy and Netiquette: Awareness and Perception in EFL Learning Context
ERIC Educational Resources Information Center
Nia, Sara Farshad; Marandi, Susan
2014-01-01
With the growing popularity of digital technologies and computer-mediated communication (CMC), various types of interactive communication technology are being increasingly integrated into foreign/second language learning environments. Nevertheless, due to its nature, online communication is susceptible to misunderstandings and miscommunications,…
ERIC Educational Resources Information Center
Osler, James Edward, II; Wright, Mark Anthony
2016-01-01
This paper is part two of the article entitled, "Dynamic Neuroscientific Systemology: Using Tri-Squared Meta-Analysis and Innovative Instructional Design to Develop a Novel Distance Education Model for the Systemic Creation of Engaging Online Learning Environments" published in the July-September 2015 issue of i-manager's "Journal…
Virtual collaboration in the online educational setting: a concept analysis.
Breen, Henny
2013-01-01
This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers' method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning, and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support, and web-based technology is required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others. A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogical tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice. © 2013 Wiley Periodicals, Inc.
Tsui, Chun Sing Louis; Gan, John Q; Roberts, Stephen J
2009-03-01
Due to the non-stationarity of EEG signals, online training and adaptation are essential to EEG based brain-computer interface (BCI) systems. Self-paced BCIs offer more natural human-machine interaction than synchronous BCIs, but it is a great challenge to train and adapt a self-paced BCI online because the user's control intention and timing are usually unknown. This paper proposes a novel motor imagery based self-paced BCI paradigm for controlling a simulated robot in a specifically designed environment which is able to provide user's control intention and timing during online experiments, so that online training and adaptation of the motor imagery based self-paced BCI can be effectively investigated. We demonstrate the usefulness of the proposed paradigm with an extended Kalman filter based method to adapt the BCI classifier parameters, with experimental results of online self-paced BCI training with four subjects.
NASA Astrophysics Data System (ADS)
Ayyavoo, Gabriel Roman
With the proliferation of 21st century educational technologies, science teaching and learning with digitally acclimatized learners in secondary science education can be realized through an online Science-Technology-Society-Environment (STSE)-based issues approach. STSE-based programs can be interpreted as the exploration of socially-embedded initiatives in science (e.g., use of genetically modified foods) to promote the development of critical cognitive processes and to empower learners with responsible decision-making skills. This dissertation presents a case study examining the online environment of a grade 11 physics class in an all-girls' school, and the outcomes from those online discursive opportunities with STSE materials. The limited in-class discussion opportunities are often perceived as low-quality discussions in traditional classrooms because they originate from an inadequate introduction and facilitation of socially relevant issues in science programs. Hence, this research suggests that the science curriculum should be inclusive of STSE-based issue discussions. This study also examines the nature of students' online discourse and, their perceived benefits and challenges of learning about STSE-based issues through an online environment. Analysis of interviews, offline classroom events and online threaded discussion transcripts draws from the theoretical foundations of critical reflective thinking delineated in the Practical Inquiry (P.I.) Model. The PI model of Cognitive Presence is situated within the Community of Inquiry framework, encompassing two other core elements, Teacher Presence and Social Presence. In studying Cognitive Presence, the online STSE-based discourses were examined according to the four phases of the P.I. Model. The online discussions were measured at macro-levels to reveal patterns in student STSE-based discussions and content analysis of threaded discussions. These analyses indicated that 87% of the students participated in higher quality STSE-based discussions via an online forum as compared to in-class. The micro-level analysis revealed students to attain higher cognitive interactions with STSE issues. Sixteen percent of the students' threaded postings were identified in the Resolution Phase 4 when the teacher intervened with a focused teaching strategy. This research provides a significant theoretical and pedagogical contribution to blended approach to STSE-based secondary science education. It presents a framework for teachers to facilitate students' online discussions and to support learners in exploring STSE-based topics.
NASA Astrophysics Data System (ADS)
Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.
2016-06-01
Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part of a project to develop and test an interactive learning environment designed to help students learn introductory physics concepts. The system is designed around an interactive video tutoring interface. We have analyzed 9 with about 150 responses or less. We observe for 4 of the 9 automated assessment with interrater agreement of 70% or better with the human rater. This level of agreement may represent a baseline for practical utility in instruction and indicates that the method warrants further investigation for use in this type of application. Our results also suggest strategies that may be useful for writing activities and questions that are more appropriate for automated assessment. These strategies include building activities that have relatively few conceptually distinct ways of perceiving the physical behavior of relatively few physical objects. Further success in this direction may allow us to promote interactivity and better provide feedback in online learning systems. These capabilities could enable our system to function more like a real tutor.
Mobile Health (mHealth) Services and Online Health Educators
Anshari, Muhammad; Almunawar, Mohammad Nabil
2016-01-01
Mobile technology enables health-care organizations to extend health-care services by providing a suitable environment to achieve mobile health (mHealth) goals, making some health-care services accessible anywhere and anytime. Introducing mHealth could change the business processes in delivering services to patients. mHealth could empower patients as it becomes necessary for them to become involved in the health-care processes related to them. This includes the ability for patients to manage their personal information and interact with health-care staff as well as among patients themselves. The study proposes a new position to supervise mHealth services: the online health educator (OHE). The OHE should be occupied by special health-care staffs who are trained in managing online services. A survey was conducted in Brunei and Indonesia to discover the roles of OHE in managing mHealth services, followed by a focus group discussion with participants who interacted with OHE in a real online health scenario. Data analysis showed that OHE could improve patients’ confidence and satisfaction in health-care services. PMID:27257387
ERIC Educational Resources Information Center
Lindsay, Julie; Davis, Vicki
2010-01-01
How can teachers teach digital citizenship when the digital landscape is changing so rapidly? How can teachers teach proper online social interactions when the students are outside their classroom and thus outside their control? Will encouraging students to engage in global collaborative environments land teachers in hot water? These are the…
NASA Astrophysics Data System (ADS)
Kersting, Magdalena; Henriksen, Ellen Karoline; Bøe, Maria Vetleseter; Angell, Carl
2018-06-01
Because of its abstract nature, Albert Einstein's theory of general relativity is rarely present in school physics curricula. Although the educational community has started to investigate ways of bringing general relativity to classrooms, field-tested educational material is rare. Employing the model of educational reconstruction, we present a collaborative online learning environment that was introduced to final year students (18-19 years old) in six Norwegian upper secondary physics classrooms. Design-based research methods guided the development of the learning resources, which were based on a sociocultural view of learning and a historical-philosophical approach to teaching general relativity. To characterize students' learning from and interaction with the learning environment we analyzed focus group interviews and students' oral and written responses to assigned problems and discussion tasks. Our findings show how design choices on different levels can support or hinder understanding of general relativity, leading to the formulation of design principles that help to foster qualitative understanding and encourage collaborative learning. The results indicate that upper secondary students can obtain a qualitative understanding of general relativity when provided with appropriately designed learning resources and sufficient scaffolding of learning through interaction with teacher and peers.
Lee, Kit-Hang; Fu, Denny K.C.; Leong, Martin C.W.; Chow, Marco; Fu, Hing-Choi; Althoefer, Kaspar; Sze, Kam Yim; Yeung, Chung-Kwong
2017-01-01
Abstract Bioinspired robotic structures comprising soft actuation units have attracted increasing research interest. Taking advantage of its inherent compliance, soft robots can assure safe interaction with external environments, provided that precise and effective manipulation could be achieved. Endoscopy is a typical application. However, previous model-based control approaches often require simplified geometric assumptions on the soft manipulator, but which could be very inaccurate in the presence of unmodeled external interaction forces. In this study, we propose a generic control framework based on nonparametric and online, as well as local, training to learn the inverse model directly, without prior knowledge of the robot's structural parameters. Detailed experimental evaluation was conducted on a soft robot prototype with control redundancy, performing trajectory tracking in dynamically constrained environments. Advanced element formulation of finite element analysis is employed to initialize the control policy, hence eliminating the need for random exploration in the robot's workspace. The proposed control framework enabled a soft fluid-driven continuum robot to follow a 3D trajectory precisely, even under dynamic external disturbance. Such enhanced control accuracy and adaptability would facilitate effective endoscopic navigation in complex and changing environments. PMID:29251567
Lee, Kit-Hang; Fu, Denny K C; Leong, Martin C W; Chow, Marco; Fu, Hing-Choi; Althoefer, Kaspar; Sze, Kam Yim; Yeung, Chung-Kwong; Kwok, Ka-Wai
2017-12-01
Bioinspired robotic structures comprising soft actuation units have attracted increasing research interest. Taking advantage of its inherent compliance, soft robots can assure safe interaction with external environments, provided that precise and effective manipulation could be achieved. Endoscopy is a typical application. However, previous model-based control approaches often require simplified geometric assumptions on the soft manipulator, but which could be very inaccurate in the presence of unmodeled external interaction forces. In this study, we propose a generic control framework based on nonparametric and online, as well as local, training to learn the inverse model directly, without prior knowledge of the robot's structural parameters. Detailed experimental evaluation was conducted on a soft robot prototype with control redundancy, performing trajectory tracking in dynamically constrained environments. Advanced element formulation of finite element analysis is employed to initialize the control policy, hence eliminating the need for random exploration in the robot's workspace. The proposed control framework enabled a soft fluid-driven continuum robot to follow a 3D trajectory precisely, even under dynamic external disturbance. Such enhanced control accuracy and adaptability would facilitate effective endoscopic navigation in complex and changing environments.
Pedrana, Alisa E; Stoove, Mark A; Chang, Shanton; Howard, Steve; Asselin, Jason; Ilic, Olivia; Batrouney, Colin; Hellard, Margaret E
2012-01-01
Online social networking sites offer a novel setting for the delivery of health promotion interventions due to their potential to reach a large population and the possibility for two-way engagement. However, few have attempted to host interventions on these sites, or to use the range of interactive functions available to enhance the delivery of health-related messages. This paper presents lessons learnt from “The FaceSpace Project”, a sexual health promotion intervention using social networking sites targeting two key at-risk groups. Based on our experience, we make recommendations for developing and implementing health promotion interventions on these sites. Elements crucial for developing interventions include establishing a multidisciplinary team, allowing adequate time for obtaining approvals, securing sufficient resources for building and maintaining an online presence, and developing an integrated process and impact evaluation framework. With two-way interaction an important and novel feature of health promotion interventions in this medium, we also present strategies trialled to generate interest and engagement in our intervention. Social networking sites are now an established part of the online environment; our experience in developing and implementing a health promotion intervention using this medium are of direct relevance and utility for all health organizations creating a presence in this new environment. PMID:22374589
Boydell, Nicola; Fergie, Gillian; McDaid, Lisa; Hilton, Shona
2017-01-01
The increasing prominence of the Internet in everyday life has prompted methodological innovations in qualitative research, particularly the adaptation of established methods of data collection for use online. The alternative online context brings with it both opportunities and challenges. To date the literature on online focus groups has focused mainly on the suitability of the method for qualitative data collection, and the development of approaches to facilitation that maximise interaction. By reflecting on our experiences of designing and attempting to recruit participants to online focus groups for two exploratory research projects, we aim to contribute some novel reflections around the less articulated issues of sampling and recruitment for online focus groups. In particular, we highlight potentially problematic issues around offline recruitment for an online method of data collection; the potential of using social media for recruitment; and the uncertainties around offering incentives in online recruitment, issues which have received little attention in the growing literature around online focus groups. More broadly, we recommend continued examination of online social practices and the social media environment to develop appropriate and timely online recruitment strategies and suggest further areas for future research and innovation. PMID:28127272
Boydell, Nicola; Fergie, Gillian; McDaid, Lisa; Hilton, Shona
2014-02-01
The increasing prominence of the Internet in everyday life has prompted methodological innovations in qualitative research, particularly the adaptation of established methods of data collection for use online. The alternative online context brings with it both opportunities and challenges. To date the literature on online focus groups has focused mainly on the suitability of the method for qualitative data collection, and the development of approaches to facilitation that maximise interaction. By reflecting on our experiences of designing and attempting to recruit participants to online focus groups for two exploratory research projects, we aim to contribute some novel reflections around the less articulated issues of sampling and recruitment for online focus groups. In particular, we highlight potentially problematic issues around offline recruitment for an online method of data collection; the potential of using social media for recruitment; and the uncertainties around offering incentives in online recruitment, issues which have received little attention in the growing literature around online focus groups. More broadly, we recommend continued examination of online social practices and the social media environment to develop appropriate and timely online recruitment strategies and suggest further areas for future research and innovation.
Pediatric trainees' engagement in the online nutrition curriculum: preliminary results.
Lewis, Kadriye O; Frank, Graeme R; Nagel, Rollin; Turner, Teri L; Ferrell, Cynthia L; Sangvai, Shilpa G; Donthi, Rajesh; Mahan, John D
2014-09-16
The Pediatric Nutrition Series (PNS) consists of ten online, interactive modules and supplementary educational materials that have utilized web-based multimedia technologies to offer nutrition education for pediatric trainees and practicing physicians. The purpose of the study was to evaluate pediatric trainees' engagement, knowledge acquisition, and satisfaction with nutrition modules delivered online in interactive and non-interactive formats. From December 2010 through August 2011, pediatric trainees from seventy-three (73) different U.S. programs completed online nutrition modules designed to develop residents' knowledge of counseling around and management of nutritional issues in children. Data were analyzed using SPSS version 19. Both descriptive and inferential statistics were used in comparing interactive versus non-interactive modules. Pretest/posttest and module evaluations measured knowledge acquisition and satisfaction. Three hundred and twenty-two (322) pediatric trainees completed one or more of six modules for a total of four hundred and forty-two (442) accessions. All trainees who completed at least one module were included in the study. Two-way analyses of variance (ANOVA) with repeated measures (pre/posttest by interactive/non-interactive format) indicated significant knowledge gains from pretest to posttest (p < 0.002 for all six modules). Comparisons between interactive and non-interactive formats for Module 1 (N = 85 interactive, N = 95 non-interactive) and Module 5 (N = 5 interactive, N = 16 non-interactive) indicated a parallel improvement from the pretest to posttest, with the interactive format significantly higher than the non-interactive modules (p < .05). Both qualitative and quantitative data from module evaluations demonstrated that satisfaction with modules was high. However, there were lower ratings for whether learning objectives were met with Module 6 (p < 0.03) and lecturer rating (p < 0.004) compared to Module 1. Qualitative data also showed that completion of the interactive modules resulted in higher resident satisfaction. This initial assessment of the PNS modules shows that technology-mediated delivery of a nutrition curriculum in residency programs has great potential for providing rich learning environments for trainees while maintaining a high level of participant satisfaction.
Gleason, Ann Whitney
2015-01-01
Gaming as a means of delivering online education continues to gain in popularity. Online games provide an engaging and enjoyable way of learning. Gaming is especially appropriate for case-based teaching, and provides a conducive environment for adult independent learning. With funding from the National Network of Libraries of Medicine, Pacific Northwest Region (NN/LM PNR), the University of Washington (UW) Health Sciences Library, and the UW School of Medicine are collaborating to create an interactive, self-paced online game that teaches players to employ the steps in practicing evidence-based medicine. The game encourages life-long learning and literacy skills and could be used for providing continuing medical education.
Human detection and motion analysis at security points
NASA Astrophysics Data System (ADS)
Ozer, I. Burak; Lv, Tiehan; Wolf, Wayne H.
2003-08-01
This paper presents a real-time video surveillance system for the recognition of specific human activities. Specifically, the proposed automatic motion analysis is used as an on-line alarm system to detect abnormal situations in a campus environment. A smart multi-camera system developed at Princeton University is extended for use in smart environments in which the camera detects the presence of multiple persons as well as their gestures and their interaction in real-time.
Students' Perceptions of Learning Mode in Mathematics
ERIC Educational Resources Information Center
Krishnan, Saras
2016-01-01
Blended courses or hybrid courses have gained popularity over the years because of their flexibility and convenience. Technology use in the online component of the blended/hybrid courses is another influence particularly to the younger generation of learners who enjoy learning interactively in a virtual environment. However, depending on the…
ERIC Educational Resources Information Center
Coiro, Julie; Fogleman, Jay
2011-01-01
Online resources can deepen student learning--if teachers design the right tasks and learner supports. In this article, the authors look at instructional websites teachers will want to use with their students. They focus on three types of web-based learning environments--(1) informational reading systems; (2) interactive learning systems; and (3)…
The Effects of Educational Delivery Methods on Knowledge Retention
ERIC Educational Resources Information Center
Turner, Craig; Turner, Kyle Dean
2017-01-01
In today's dynamic learning environment, educational delivery methods have become increasingly diverse. Using a unique opportunity to assess three types of course delivery--face-to-face, interactive television (iTV), and purely online delivery--the authors look at both initial knowledge acquisition and the retention of this knowledge. The results…
Rationalities of Collaboration for Language Learning in a Wiki
ERIC Educational Resources Information Center
Bradley, Linda; Lindstrom, Berner; Rystedt, Hans
2010-01-01
For language learning, online environments allowing for user generated content are becoming increasingly important since they offer possibilities for learners to elaborate on assignments and projects. This study investigates what wikis can do as a means to enhance group interaction, when students are encouraged to participate in constructing text…
ERIC Educational Resources Information Center
Chandramouli, Magesh; Chittamuru, Siva-Teja
2016-01-01
This paper explains the design of a graphics-based virtual environment for instructing computer hardware concepts to students, especially those at the beginner level. Photorealistic visualizations and simulations are designed and programmed with interactive features allowing students to practice, explore, and test themselves on computer hardware…
The Role of Affective and Motivational Factors in Designing Personalized Learning Environments
ERIC Educational Resources Information Center
Kim, ChanMin
2012-01-01
In this paper, guidelines for designing virtual change agents (VCAs) are proposed to support students' affective and motivational needs in order to promote personalized learning in online remedial mathematics courses. Automated, dynamic, and personalized support is emphasized in the guidelines through maximizing "interactions" between VCAs and…
Assessing Pedagogical Balance in a Simulated Classroom Environment
ERIC Educational Resources Information Center
Knezek, Gerald; Hopper, Susan B.; Christensen, Rhonda; Tyler-Wood, Tandra; Gibson, David C.
2015-01-01
simSchool, an online simulator that has been used to enhance teacher preparation since 2003, models different types of students and provides virtual practice sessions for teachers to assign tasks and interact with students. In this article the authors (a) examine changes in preservice teacher perceptions of teaching confidence and teaching…
A Review of the Instructional Practices for Promoting Online Learning Communities
ERIC Educational Resources Information Center
Hung, Woei; Flom, Elicia; Manu, Jacob; Mahmoud, Enaz
2015-01-01
An effective learning community helps foster positive student learning experiences and outcomes. However, in distance learning environments, the communication barriers inevitably hinder the interaction among the students because of the lower levels of social presence. These barriers present challenges in building learning communities in an online…
Dog Bite Reflections--Socratic Questioning Revisited
ERIC Educational Resources Information Center
Toledo, Cheri A.
2015-01-01
In the online environment, the asynchronous discussion is an important tool for creating community, developing critical thinking skills, and checking for understanding. As students learn how to use Socratic questions for effective interactions, the discussion boards can become the most exciting part of the course. This sequel to the article…
Building and Managing Makerspaces in Extension
ERIC Educational Resources Information Center
Francis, Dave; Hill, Paul; Graham, Dallini; Swadley, Emy; Esplin, Kaleb
2017-01-01
As traditional face-to-face Extension office interactions are supplanted by online education options, the makerspace offers a venue for authentic engagement between Extension and the community. In makerspaces, learners make and learn from one another in a cooperative learning environment. Through involvement in the maker movement, Extension has an…
ERIC Educational Resources Information Center
Crutsinger, Christy; Forney, Judith C.; Brandon, Lynn; Jackson, Renee S.
2006-01-01
New career opportunities exist for family and consumer sciences (FCS)professionals as traditional formats for shopping service, and information transition to a virtual environment. The requisite competencies and skills necessary for effective online operations are identified. Interactions with industry personnel and supporting literature revealed…
Nambisan, Priya
2010-01-01
Several public health education programs and government agencies across the country have started offering virtual or online training programs in emergency preparedness for people who are likely to be involved in managing or responding to different types of emergency situations such as natural disasters, epidemics, bioterrorism, etc. While such online training programs are more convenient and cost-effective than traditional classroom-based programs, their success depends to a great extent on the underlying technological environment. Specifically, in an online technological environment, different types of user experiences come in to play-users' utilitarian or pragmatic experience, their fun or hedonic experience, their social experience, and most importantly, their usability experience-and these different user experiences critically shape the program outcomes, including course completion rates. This study adopts a multi-disciplinary approach and draws on theories in human computer interaction, distance learning theories, usability research, and online consumer behavior to evaluate users' experience with the technological environment of an online emergency preparedness training program and discusses its implications for the design of effective online training programs. . Data was collected using a questionnaire from 377 subjects who had registered for and participated in online public health preparedness training courses offered by a large public university in the Northeast. Analysis of the data indicates that as predicted, participants had higher levels of pragmatic and usability experiences compared to their hedonic and sociability experiences. Results also indicate that people who experienced higher levels of pragmatic, hedonic, sociability and usability experiences were more likely to complete the course(s) they registered for compared to those who reported lower levels. The study findings hold important implications for the design of effective online emergency preparedness training targeted at diverse audiences including the general public, health care and public health professionals, and emergency responders. Strategies for improving participants' pragmatic, hedonic, sociability and usability experiences are outlined. There are ample opportunities to improve the pragmatic, hedonic, sociability and usability experiences of the target audience. This is critical to improve the participants' learning and retention as well as the completion rates for the courses offered. Online emergency preparedness programs are likely to play a crucial role in preparing emergency responders at all levels in the future and their success has critical implications for public health informatics.
Mixed methods student evaluation of an online systemic human anatomy course with laboratory.
Attardi, Stefanie M; Choi, Suwhan; Barnett, John; Rogers, Kem A
2016-05-06
A fully online section of an existing face-to-face (F2F) systemic human anatomy course with a prosection laboratory was offered for the first time in 2012-2013. Lectures for F2F students (N = 365) were broadcast in both live and archived format to online students (N = 40) using virtual classroom software. Laboratories were delivered online by a teaching assistant who manipulated 3D computer models in the virtual classroom environment. An exploratory sequential mixed methods approach was undertaken to determine the most important deciding factors that drive students' preferences for a given format and then to generate theory on the strengths and weaknesses of the online format. Students (20 online; 310 F2F) volunteered to participate in a crossover period of one week to expose them to the course section in which they were not originally registered. Open ended interviews (20 online; 20 F2F) and quantitative surveys (270 F2F) were conducted following a crossover. Students valued pace control, schedule, and location flexibility of learning from archived materials and being assessed online. In the online laboratory they had difficulty using the 3D models and preferred the unique and hands-on experiences of cadaveric specimens. The F2F environment was conducive to learning in both lecture and laboratory because students felt more engaged by instructors in person and were less distracted by their surroundings. These results suggest the need to improve the online experience by increasing the quality of student-instructor communication and in turn student-content interaction with the 3D models. Anat Sci Educ 9: 272-285. © 2015 American Association of Anatomists. © 2015 American Association of Anatomists.
Online Learning for Muon Science
NASA Astrophysics Data System (ADS)
Baker, Peter J.; Loe, Tom; Telling, Mark; Cottrell, Stephen P.; Hillier, Adrian D.
As part of the EU-funded project SINE2020 we are developing an online learning environment to introduce people to muon spectroscopy and how it can be applied in a variety of science areas. Currently there are short interactive courses using cosmic ray muons to teach what muons are and how their decays are measured and a guide to analyzing muon data using the Mantid software package, as well as videos from the lectures at the ISIS Muon Spectroscopy Training School 2016. Here we describe the courses that have been developed and how they have already been used.
patterns of doctor–patient interaction in online environment.
Zummo, Marianna Lya
2015-01-01
This paper questions the nature of the communicative event that takes place in online contexts between doctors and web-users, showing computer-mediated linguistic norms and discussing the nature of the participants’ roles. Based on an analysis of 1005 posts occurring between doctors and the users of health service websites, I analyse how doctor–patient communication is affected by the medium and how health professionals overcome issues concerning the virtual medical visit. Results suggest that (a) online medical answers offer a different service from that expected by users, as doctors cannot always fulfill patient requests, and (b) net consultations use aspects of traditional doctor–patient exchange and yet present a language and a style that are affected by the computer-mediated environment. Additionally, it seems that this new form leads to a different model of doctor–patient relationship. The findings are intended to provide new insights into web-based discourse in doctor–patient communication and to demonstrate the emergence of a new style in medical communication.
Interweaving interactions in virtual worlds: a case study.
Cantamesse, Matteo; Galimberti, Carlo; Giacoma, Gianandrea
2011-01-01
The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW), both on adolescent's (effective) social interaction and on the competence they developed on it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship.
A New Approach to Developing Interactive Software Modules Through Graduate Education
NASA Astrophysics Data System (ADS)
Sanders, Nathan E.; Faesi, Chris; Goodman, Alyssa A.
2014-06-01
Educational technology has attained significant importance as a mechanism for supporting experiential learning of science concepts. However, the growth of this mechanism is limited by the significant time and technical expertise needed to develop such products, particularly in specialized fields of science. We sought to test whether interactive, educational, online software modules can be developed effectively by students as a curriculum component of an advanced science course. We discuss a set of 15 such modules developed by Harvard University graduate students to demonstrate various concepts related to astronomy and physics. Their successful development of these modules demonstrates that online software tools for education and outreach on specialized topics can be produced while simultaneously fulfilling project-based learning objectives. We describe a set of technologies suitable for module development and present in detail four examples of modules developed by the students. We offer recommendations for incorporating educational software development within a graduate curriculum and conclude by discussing the relevance of this novel approach to new online learning environments like edX.
iVFTs - immersive virtual field trips for interactive learning about Earth's environment.
NASA Astrophysics Data System (ADS)
Bruce, G.; Anbar, A. D.; Semken, S. C.; Summons, R. E.; Oliver, C.; Buxner, S.
2014-12-01
Innovations in immersive interactive technologies are changing the way students explore Earth and its environment. State-of-the-art hardware has given developers the tools needed to capture high-resolution spherical content, 360° panoramic video, giga-pixel imagery, and unique viewpoints via unmanned aerial vehicles as they explore remote and physically challenging regions of our planet. Advanced software enables integration of these data into seamless, dynamic, immersive, interactive, content-rich, and learner-driven virtual field explorations, experienced online via HTML5. These surpass conventional online exercises that use 2-D static imagery and enable the student to engage in these virtual environments that are more like games than like lectures. Grounded in the active learning of exploration, inquiry, and application of knowledge as it is acquired, users interact non-linearly in conjunction with an intelligent tutoring system (ITS). The integration of this system allows the educational experience to be adapted to each individual student as they interact within the program. Such explorations, which we term "immersive virtual field trips" (iVFTs), are being integrated into cyber-learning allowing science teachers to take students to scientifically significant but inaccessible environments. Our team and collaborators are producing a diverse suite of freely accessible, iVFTs to teach key concepts in geology, astrobiology, ecology, and anthropology. Topics include Early Life, Biodiversity, Impact craters, Photosynthesis, Geologic Time, Stratigraphy, Tectonics, Volcanism, Surface Processes, The Rise of Oxygen, Origin of Water, Early Civilizations, Early Multicellular Organisms, and Bioarcheology. These diverse topics allow students to experience field sites all over the world, including, Grand Canyon (USA), Flinders Ranges (Australia), Shark Bay (Australia), Rainforests (Panama), Teotihuacan (Mexico), Upheaval Dome (USA), Pilbara (Australia), Mid-Atlantic Ridge (Iceland), and Mauna Kea (Hawaii). iVFTs are being beta-tested and used at ASU in several large-enrollment courses to assess its usability and effectiveness in meeting specific learning objectives. We invite geoscience educators to partake of this resource and find new applications to their own teaching.
NASA Astrophysics Data System (ADS)
Titterington, Lynda C.
2007-12-01
This study presents a framework for examining the effects of higher order thinking on the achievement of allied health students enrolled in a pathophysiology course. A series of clinical case studies was developed and published in an enriched online environment that guided students through the process of developing a solution and supporting it through data analysis and interpretation. The series of case study modules scaffolded argumentation through question prompts. The modules began with a simple, direct problem and they became progressively more complex throughout the quarter. A control group was assigned a pencil-and-paper case study based upon recall. The case studies were scored for content accuracy and evidence of higher order thinking skills. Higher order thinking was measured using a rubric based upon the Toulmin argumentation pattern. The results indicated implementing a case study of either online or traditional format was associated with significant gains in achievement. The Web-enhanced case studies were associated with modest gains in knowledge acquisition. The argumentation scores across the series followed two trends: directed case studies were associated with higher levels of argumentation than ill-structured case studies, and there appeared to be an inverse relationship between the students' argumentation and content scores. The protocols developed for this study can serve as a template for a larger, extended investigation into student learning in the online environment.
Wiecha, John M.; Adams, William G.
2006-01-01
The BostonBreathes (BB) system is an interactive website enabling physician-physician and physician-patient communication, monitoring (peak-flow, medication use, symptoms) of asthma patients in the home, and patient and family asthma education. The system helps primary care physicians to function in team relationships with asthma specialists and nurses. Patients and families can interact with their health professionals online as members of the care team. BB uniquely combines patient education, monitoring, and clinical teamwork functions into one integrated web environment. PMID:17238763
Russell, Cynthia K; Gregory, David M; Care, W Dean; Hultin, David
2007-01-01
Language differences and diverse cultural norms influence the transmission and receipt of information. The online environment provides yet another potential source of miscommunication. Although distance learning has the potential to reach students in cultural groups that have been disenfranchised from traditional higher education settings in the past, intercultural miscommunication is also much more likely to occur through it. There is limited research examining intercultural miscommunication within distance education environments. This article presents the results of a qualitative study that explored the communication experiences of Canadian faculty and Aboriginal students while participating in an online baccalaureate nursing degree program that used various delivery modalities. The microlevel data analysis revealed participants' beliefs and interactions that fostered intercultural miscommunication as well as their recommendations for ensuring respectful and ethically supportive discourses in online courses. The unique and collective influences of intercultural miscommunication on the experiences of faculty and students within the courses are also identified. Instances of ethnocentrism and othering are illustrated, noting the effects that occurred from holding dualistic perspectives of us and them. Lastly, strategies for preventing intercultural miscommunication in online courses are described.
Accidental Discovery of Information on the User-Defined Social Web: A Mixed-Method Study
ERIC Educational Resources Information Center
Lu, Chi-Jung
2012-01-01
Frequently interacting with other people or working in an information-rich environment can foster the "accidental discovery of information" (ADI) (Erdelez, 2000; McCay-Peet & Toms, 2010). With the increasing adoption of social web technologies, online user-participation communities and user-generated content have provided users the…
ARTEMIS: Reinvigorating History and Theory in Art and Design Education
ERIC Educational Resources Information Center
Janet, Jeff; Miles, Melissa
2009-01-01
ARTEMIS (Art Educational Multiplayer Interactive Space) is an online multi-user virtual environment that is designed around the objects, artefacts, philosophies, personalities and critical discourses of the histories and theories of art and design. Conceived as a means of reinvigorating art history and theory education in the digital age, ARTEMIS…
Assessing Facilitator Performance as an Influence on Student Satisfaction
ERIC Educational Resources Information Center
Dunlap, Scotty; May, David
2011-01-01
Growth in class size within the online environment has resulted in a facilitator model in which an instructor teaches the class with the assistance of facilitators who interact with students in smaller groups. This research sought to determine the effectiveness of a structured performance evaluation for facilitators and the correlation to student…
ERIC Educational Resources Information Center
Bender, Sara; Hill, Karlie
2016-01-01
Qualitative research aims to understand both individual meaning as well as complex systemic interactions as they apply to social problems or individual experiences. This method of research is both inductive and flexible, allowing for a holistic approach that facilitates a rich understanding of the content examined. Past research identifies a…
Product Description:Evaluation of the potential effects of complex mixtures of chemicals in the environment is challenged by the lack of extensive toxicity data for many chemicals. However, there are growing sources of online information that curate and compile literature reports...
ERIC Educational Resources Information Center
Tirado, Ramón; Hernando, Ángel; Aguaded, José Ignacio
2015-01-01
Interactive relationships in online learning communities can influence the process and quality of knowledge building. The aim of this study is to empirically investigate the relationships between network structures and social knowledge building in an asynchronous writing environment through discussion forums in a learning management system. The…
ERIC Educational Resources Information Center
Tirado, Ramon; Hernando, Angel; Aguaded, Jose Ignacio
2012-01-01
Interactive relationships in online learning communities can influence the process and quality of knowledge building. The aim of this study is to empirically investigate the relationships between network structures and social knowledge building in an asynchronous writing environment through discussion forums in a learning management system. The…
The SEE Experience: Edutainment in 3D Virtual Worlds.
ERIC Educational Resources Information Center
Di Blas, Nicoletta; Paolini, Paolo; Hazan, Susan
Shared virtual worlds are innovative applications where several users, represented by Avatars, simultaneously access via Internet a 3D space. Users cooperate through interaction with the environment and with each other, manipulating objects and chatting as they go. Apart from in the well documented online action games industry, now often played…
Student Agency and Language-Learning Processes and Outcomes in International Online Environments
ERIC Educational Resources Information Center
Basharina, Olga
2009-01-01
This research focuses on the kinds of learning afforded by asynchronous international computer-mediated communication (I-CMC) among Japanese, Mexican, and Russian English language learners and the role of student agency in learning. To find learning evidence, the discourse analysis and content analysis of interaction protocols were conducted in…
ERIC Educational Resources Information Center
Bu, Ligguo; Mumba, Frackson; Henson, Harvey; Wright, Mary
2013-01-01
GeoGebra is an emergent open-source Dynamic and Interactive Mathematics Learning Environment (DIMLE) (Martinovic & Karadag, 2012) that invites a modeling perspective in mathematics teaching and learning. In springs of 2010 and 2012, GeoGebra was integrated respectively into two online professional development courses on mathematical problem…
High Wired: On the Design, Use and Theory of Educational MOOs.
ERIC Educational Resources Information Center
Haynes, Cynthia, Ed.; Holmevik, Jan Rune, Ed.
MOOs (Multi-User, Object-Oriented Environments), which were designed originally as spaces for online social interaction, are increasingly recognized today for their value as educational tools. This book brings together a diverse group of experts whose contributions help answer questions and dispel myths surrounding MOOs and their use in education.…
Middle School Students' Mathematics Knowledge Retention: Online or Face-To-Face Environments
ERIC Educational Resources Information Center
Edwards, Clayton M.; Rule, Audrey C.; Boody, Robert M.
2017-01-01
Educators seek to develop students' mathematical knowledge retention to increase student efficacy in follow-on classwork, improvement of test scores, attainment of standards, and preparation for careers. Interactive visuals, feedback during problem solving, and incorporation of higher-order thinking skills are known to increase retention, but a…
Technology, Learning and Instruction: Distributed Cognition in the Secondary English Classroom
ERIC Educational Resources Information Center
Gomez, Mary Louise; Schieble, Melissa; Curwood, Jen Scott; Hassett, Dawnene
2010-01-01
In this paper, we analyse interactions between secondary students and pre-service teachers in an online environment in order to understand how their meaning-making processes embody distributed cognition. We begin by providing a theoretical review of the ways in which literacy learning is distributed across learners, objects, tools, symbols,…
Mining Learning Behavioral Patterns of Students by Sequence Analysis in Cloud Classroom
ERIC Educational Resources Information Center
Liu, Sanya; Hu, Zhenfan; Peng, Xian; Liu, Zhi; Cheng, H. N. H.; Sun, Jianwen
2017-01-01
In a MOOC environment, each student's interaction with the course content is a crucial clue for learning analytics, which offers an opportunity to record learner activity of unprecedented scale. In online learning, the educators and the administrators need to get informed with students' learning states since the performance of unsupervised…
Casual Games and Casual Learning about Human Biological Systems
ERIC Educational Resources Information Center
Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia
2016-01-01
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human…
Design of an On-Line Query Language for Full Text Patent Search.
ERIC Educational Resources Information Center
Glantz, Richard S.
The design of an English-like query language and an interactive computer environment for searching the full text of the U.S. patent collection are discussed. Special attention is paid to achieving a transparent user interface, to providing extremely broad search capabilities (including nested substitution classes, Kleene star events, and domain…
Active Learning with Interactive Videos: Creating Student-Guided Learning Materials
ERIC Educational Resources Information Center
Baker, Ariana
2016-01-01
Distance learning programs across the country continue to grow and evolve. In order to support these programs, librarians are often expected to convert face-to-face classes and reference sessions to the online environment. Due to the necessity of explaining information literacy concepts and demonstrating the access and use of library resources,…
ERIC Educational Resources Information Center
Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.
2016-01-01
Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part…
Future Foreign Language Teachers' Social and Cognitive Collaboration in an Online Environment
ERIC Educational Resources Information Center
Arnold, Nike; Ducate, Lara
2006-01-01
Discussion boards provide an interactive venue where new and future language teachers can reflect, evaluate, solve problems or simply exchange ideas (e.g., Bonk, Hansen, Grabner-Hagen, Lazar, & Mirabelli, 1996; DeWert, Babinski, & Jones, 2003; Kumari, 2001; Pawan, Paulus, Yalcin, & Chang, 2003). In addition, encouraging future teachers to learn…
van Os, Jim; Rutten, Bart PF; Poulton, Richie
2008-01-01
Concern is building about high rates of schizophrenia in large cities, and among immigrants, cannabis users, and traumatized individuals, some of which likely reflects the causal influence of environmental exposures. This, in combination with very slow progress in the area of molecular genetics, has generated interest in more complicated models of schizophrenia etiology that explicitly posit gene-environment interactions (EU-GEI. European Network of Schizophrenia Networks for the Study of Gene Environment Interactions. Schizophrenia aetiology: do gene-environment interactions hold the key? [published online ahead of print April 25, 2008] Schizophr Res; S0920-9964(08) 00170–9). Although findings of epidemiological gene-environment interaction (G × E) studies are suggestive of widespread gene-environment interactions in the etiology of schizophrenia, numerous challenges remain. For example, attempts to identify gene-environment interactions cannot be equated with molecular genetic studies with a few putative environmental variables “thrown in”: G × E is a multidisciplinary exercise involving epidemiology, psychology, psychiatry, neuroscience, neuroimaging, pharmacology, biostatistics, and genetics. Epidemiological G × E studies using indirect measures of genetic risk in genetically sensitive designs have the advantage that they are able to model the net, albeit nonspecific, genetic load. In studies using direct molecular measures of genetic variation, a hypothesis-driven approach postulating synergistic effects between genes and environment impacting on a final common pathway, such as “sensitization” of mesolimbic dopamine neurotransmission, while simplistic, may provide initial focus and protection against the numerous false-positive and false-negative results that these investigations engender. Experimental ecogenetic approaches with randomized assignment may help to overcome some of the limitations of observational studies and allow for the additional elucidation of underlying mechanisms using a combination of functional enviromics and functional genomics. PMID:18791076
Developing interprofessional education online: An ecological systems theory analysis.
Bluteau, Patricia; Clouder, Lynn; Cureton, Debra
2017-07-01
This article relates the findings of a discourse analysis of an online asynchronous interprofessional learning initiative involving two UK universities. The impact of the initiative is traced over three intensive periods of online interaction, each of several-weeks duration occurring over a three-year period, through an analysis of a random sample of discussion forum threads. The corpus of rich data drawn from the forums is interpreted using ecological systems theory, which highlights the complexity of interaction of individual, social and cultural elements. Ecological systems theory adopts a life course approach to understand how development occurs through processes of progressively more complex reciprocal interaction between people and their environment. This lens provides a novel approach for analysis and interpretation of findings with respect to the impact of pre-registration interprofessional education and the interaction between the individual and their social and cultural contexts as they progress through 3/4 years of their programmes. Development is mapped over time (the chronosystem) to highlight the complexity of interaction across microsystems (individual), mesosystems (curriculum and institutional/care settings), exosystems (community/wider local context), and macrosystems (national context and culture). This article illustrates the intricacies of students' interprofessional development over time and the interactive effects of social ecological components in terms of professional knowledge and understanding, wider appreciation of health and social care culture and identity work. The implications for contemporary pre-registration interprofessional education and the usefulness and applicability of ecological systems theory for future research and development are considered.
NASA Astrophysics Data System (ADS)
Lonn, Steven D.
Web-based Learning Management Systems (LMS) allow instructors and students to share instructional materials, make class announcements, submit and return course assignments, and communicate with each other online. Previous LMS-related research has focused on how these systems deliver and manage instructional content with little concern for how students' constructivist learning can be encouraged and facilitated. This study investigated how students use LMS to interact, collaborate, and construct knowledge within the context of a group project but without mediation by the instructor. The setting for this case study was students' use in one upper-level biology course of the local LMS within the context of a course-related group project, a mock National Institutes of Health grant proposal. Twenty-one groups (82 students) voluntarily elected to use the LMS, representing two-thirds of all students in the course. Students' peer-to-peer messages within the LMS, event logs, online surveys, focus group interviews, and instructor interviews were used in order to answer the study's overarching research question. The results indicate that students successfully used the LMS to interact and, to a significant extent, collaborate, but there was very little evidence of knowledge construction using the LMS technology. It is possible that the ease and availability of face-to-face meetings as well as problems and limitations with the technology were factors that influenced whether students' online basic interaction could be further distinguished as collaboration or knowledge construction. Despite these limitations, students found several tools and functions of the LMS useful for their online peer interaction and completion of their course project. Additionally, LMS designers and implementers are urged to consider previous literature on computer-supported collaborative learning environments in order to better facilitate independent group projects within these systems. Further research is needed to identify the best types of scaffolds and overall technological improvements in order to provide support for online collaboration and knowledge construction.
ERIC Educational Resources Information Center
Weinberger, A.; Clark, D. B.; Haekkinen, P.; Tamura, Y.; Fischer, F.
2007-01-01
In recent years, information and communication technology has established new opportunities to participate in online learning environments around the globe. These opportunities include the dissemination of specific online learning environments as well as opportunities for learners to connect to online learning environments in distant locations.…
Biagianti, Bruno; Quraishi, Sophia H; Schlosser, Danielle A
2018-04-01
Peer-to-peer interactions and support groups mitigate experiences of social isolation and loneliness often reported by individuals with psychotic disorders. Online peer-to-peer communication can promote broader use of this form of social support. Peer-to-peer interactions occur naturally on social media platforms, but they can negatively affect mental health. Recent digital interventions for persons with psychotic disorders have harnessed the principles of social media to incorporate peer-to-peer communication. This review examined the feasibility, acceptability, and preliminary efficacy of recent digital interventions in order to identify strategies to maximize benefits of online peer-to-peer communication for persons with psychotic disorders. An electronic database search of PubMed, EMBASE, PsycINFO, Ovid MEDLINE, Cochrane Central Register of Controlled Trials, and Health Technology Assessment Database was conducted in February 2017 and yielded a total of 1,015 results. Eight publications that reported data from six independent trials and five interventions were reviewed. The technology supporting peer-to-peer communication varied greatly across studies, from online forums to embedded social networking. When peer-to-peer interactions were moderated by facilitators, retention, engagement, acceptability, and efficacy were higher than for interventions with no facilitators. Individuals with psychotic disorders were actively engaged with moderated peer-to-peer communication and showed improvements in perceived social support. Studies involving service users in intervention design showed higher rates of acceptability. Individuals with psychotic disorders value and benefit from digital interventions that include moderated peer-to-peer interactions. Incorporating peer-to-peer communication into digital interventions for this population may increase compliance with other evidence-based therapies by producing more acceptable and engaging online environments.
Kostova, Zlatina; Caiata-Zufferey, Maria; Schulz, Peter J
2015-01-01
There is strong empirical evidence that the support that chronic patients receive from their environment is fundamental for the way they cope with physical and psychological suffering. Nevertheless, in the case of rheumatoid arthritis (RA), providing the appropriate social support is still a challenge, and such support has often proven to be elusive and unreliable in helping patients to manage the disease. To explore whether and how social support for RA patients can be provided online, and to assess the conditions under which such support is effective. An online support tool was designed to provide patients with both tailored information and opportunities to interact online with health professionals and fellow sufferers. The general purpose was to identify where the support provided did - or did not - help patients, and to judge whether the determinants of success lay more within patients - their engagement and willingness to participate - or within the design of the website itself. The present study reports qualitative interviews with 19 users of the tool. A more specific purpose was to elaborate qualitatively on results from a quantitative survey of users, which indicated that any positive impact was confined to practical matters of pain management rather than extending to more fundamental psychological outcomes such as acceptance. Overall, online learning and interaction can do much to help patients with the everyday stresses of their disease; however, its potential for more durable positive impact depends on various individual characteristics such as personality traits, existing social networks, and the severity and longevity of the disease.
Modeling infectious diseases dissemination through online role-playing games.
Balicer, Ran D
2007-03-01
As mathematical modeling of infectious diseases becomes increasingly important for developing public health policies, a novel platform for such studies might be considered. Millions of people worldwide play interactive online role-playing games, forming complex and rich networks among their virtual characters. An unexpected outbreak of an infective communicable disease (unplanned by the game creators) recently occurred in this virtual world. This outbreak holds surprising similarities to real-world epidemics. It is possible that these virtual environments could serve as a platform for studying the dissemination of infectious diseases, and as a testing ground for novel interventions to control emerging communicable diseases.
Riley, Jennifer; McGowan, Melissa; Rozmovits, Linda
2014-06-30
The emergency department (ED) is an environment fraught with increasing patient volumes, competing priorities, fluctuating information, and ad hoc interprofessional clinical teams. Limited time is available to reflect on and discuss clinical experiences, policies, or research with others on the involved team. Online resources, such as webcasts and blogs, offer an accessible platform for emergency shift workers to engage in interprofessional discussion and education. Our objective was to explore the current opportunities for shared learning and discussion and to discover the potential of online resources to foster and facilitate interprofessional education within an academic tertiary emergency department community. A qualitative study using semistructured interviews was conducted to solicit participants' views of the current culture of IPE in the ED, the potential value of introducing new online resources and technology in support of IPE, and possible barriers to uptake. Participation was voluntary and participants provided verbal informed consent. Online resources discussed included webcasts, interactive discussion forums, websites, and dashboard with links to central repositories. Identified barriers to uptake of new online resources were an unwillingness to "work" off-shift, a dislike of static one-directional communication, concerns with confidentiality, and the suggestion that new resources would be used by only a select few. Owing to the sensitive dynamics of emergency medicine-and the preference among its professional staff to foster interprofessional discussion and education through personal engagement, in an unhurried, non-stressful environment-introducing and investing in online resources should be undertaken with caution.
Conducting interactive experiments online.
Arechar, Antonio A; Gächter, Simon; Molleman, Lucas
2018-01-01
Online labor markets provide new opportunities for behavioral research, but conducting economic experiments online raises important methodological challenges. This particularly holds for interactive designs. In this paper, we provide a methodological discussion of the similarities and differences between interactive experiments conducted in the laboratory and online. To this end, we conduct a repeated public goods experiment with and without punishment using samples from the laboratory and the online platform Amazon Mechanical Turk. We chose to replicate this experiment because it is long and logistically complex. It therefore provides a good case study for discussing the methodological and practical challenges of online interactive experimentation. We find that basic behavioral patterns of cooperation and punishment in the laboratory are replicable online. The most important challenge of online interactive experiments is participant dropout. We discuss measures for reducing dropout and show that, for our case study, dropouts are exogenous to the experiment. We conclude that data quality for interactive experiments via the Internet is adequate and reliable, making online interactive experimentation a potentially valuable complement to laboratory studies.
Human sensorimotor communication: a theory of signaling in online social interactions.
Pezzulo, Giovanni; Donnarumma, Francesco; Dindo, Haris
2013-01-01
Although the importance of communication is recognized in several disciplines, it is rarely studied in the context of online social interactions and joint actions. During online joint actions, language and gesture are often insufficient and humans typically use non-verbal, sensorimotor forms of communication to send coordination signals. For example, when playing volleyball, an athlete can exaggerate her movements to signal her intentions to her teammates (say, a pass to the right) or to feint an adversary. Similarly, a person who is transporting a table together with a co-actor can push the table in a certain direction to signal where and when he intends to place it. Other examples of "signaling" are over-articulating in noisy environments and over-emphasizing vowels in child-directed speech. In all these examples, humans intentionally modify their action kinematics to make their goals easier to disambiguate. At the moment no formal theory exists of these forms of sensorimotor communication and signaling. We present one such theory that describes signaling as a combination of a pragmatic and a communicative action, and explains how it simplifies coordination in online social interactions. We cast signaling within a "joint action optimization" framework in which co-actors optimize the success of their interaction and joint goals rather than only their part of the joint action. The decision of whether and how much to signal requires solving a trade-off between the costs of modifying one's behavior and the benefits in terms of interaction success. Signaling is thus an intentional strategy that supports social interactions; it acts in concert with automatic mechanisms of resonance, prediction, and imitation, especially when the context makes actions and intentions ambiguous and difficult to read. Our theory suggests that communication dynamics should be studied within theories of coordination and interaction rather than only in terms of the maximization of information transmission.
Brain-Computer Interfaces: A Neuroscience Paradigm of Social Interaction? A Matter of Perspective
Mattout, Jérémie
2012-01-01
A number of recent studies have put human subjects in true social interactions, with the aim of better identifying the psychophysiological processes underlying social cognition. Interestingly, this emerging Neuroscience of Social Interactions (NSI) field brings up challenges which resemble important ones in the field of Brain-Computer Interfaces (BCI). Importantly, these challenges go beyond common objectives such as the eventual use of BCI and NSI protocols in the clinical domain or common interests pertaining to the use of online neurophysiological techniques and algorithms. Common fundamental challenges are now apparent and one can argue that a crucial one is to develop computational models of brain processes relevant to human interactions with an adaptive agent, whether human or artificial. Coupled with neuroimaging data, such models have proved promising in revealing the neural basis and mental processes behind social interactions. Similar models could help BCI to move from well-performing but offline static machines to reliable online adaptive agents. This emphasizes a social perspective to BCI, which is not limited to a computational challenge but extends to all questions that arise when studying the brain in interaction with its environment. PMID:22675291
ERIC Educational Resources Information Center
Daghan, Gökhan; Akkoyunlu, Buket
2012-01-01
This study examines learning styles of students receiving education via online learning environments, and their preferences concerning the online learning environment. Maggie McVay Lynch Learning Style Inventory was used to determine learning styles of the students. The preferences of students concerning online learning environments were detected…
Online Experiential Learning: Effective Applications for Geoscience Education
NASA Astrophysics Data System (ADS)
Matias, A.; Eriksson, S. C.
2015-12-01
Students today are rarely satisfied with a one-size-fits-all educational experience. The rapid changing landscape of the web and other technologies are breaking down communicationand geographic barries. More students are increasingly turning to the web for quality education that fits into their lives. As a result, higher education institutions are expanding their offerings through online courses. Nonetheless, online learning brings challenges as well as a fresh opportunityfor exploring practices not present in traditional higher education programs, particularly in the sciences. We are in a unique position to empower students to make strategic academic and professional decisions in global terms. Online learning, supportedwith hands-on and minds-on activities, actively engages student with critical thinking skills and higher level learning. This presentation will showcase examples from a series of geoscience and environmental science courses currently offered fully online at SUNY Empire State College (ESC). Taking advantage of the proliferation of tools currently available for online learning management systems, we will explore how we approach course developent to create an interactive learning environment. Students learn through case studies, group projects and understanding real-world issues while learning concepts. Particular focus will be given to an international collaboration with the Tecnologico de Monterrey, Chihuahua Campus. This collaboration took place during the Spring of 2015 with students from the fully-online, lower-level Geology and the Environment course at ESC and the upper-level, face-to-face Mobile Programming course in Mexico. Ultimately, the goal of this presentation is to show faculty members and afministrators the pedagogical principles and approach used with the expectation that it could help support development of online learning opportunities at their institutions.
Calypso: a user-friendly web-server for mining and visualizing microbiome-environment interactions.
Zakrzewski, Martha; Proietti, Carla; Ellis, Jonathan J; Hasan, Shihab; Brion, Marie-Jo; Berger, Bernard; Krause, Lutz
2017-03-01
Calypso is an easy-to-use online software suite that allows non-expert users to mine, interpret and compare taxonomic information from metagenomic or 16S rDNA datasets. Calypso has a focus on multivariate statistical approaches that can identify complex environment-microbiome associations. The software enables quantitative visualizations, statistical testing, multivariate analysis, supervised learning, factor analysis, multivariable regression, network analysis and diversity estimates. Comprehensive help pages, tutorials and videos are provided via a wiki page. The web-interface is accessible via http://cgenome.net/calypso/ . The software is programmed in Java, PERL and R and the source code is available from Zenodo ( https://zenodo.org/record/50931 ). The software is freely available for non-commercial users. l.krause@uq.edu.au. Supplementary data are available at Bioinformatics online. © The Author 2016. Published by Oxford University Press.
Decentralized Patrolling Under Constraints in Dynamic Environments.
Shaofei Chen; Feng Wu; Lincheng Shen; Jing Chen; Ramchurn, Sarvapali D
2016-12-01
We investigate a decentralized patrolling problem for dynamic environments where information is distributed alongside threats. In this problem, agents obtain information at a location, but may suffer attacks from the threat at that location. In a decentralized fashion, each agent patrols in a designated area of the environment and interacts with a limited number of agents. Therefore, the goal of these agents is to coordinate to gather as much information as possible while limiting the damage incurred. Hence, we model this class of problem as a transition-decoupled partially observable Markov decision process with health constraints. Furthermore, we propose scalable decentralized online algorithms based on Monte Carlo tree search and a factored belief vector. We empirically evaluate our algorithms on decentralized patrolling problems and benchmark them against the state-of-the-art online planning solver. The results show that our approach outperforms the state-of-the-art by more than 56% for six agents patrolling problems and can scale up to 24 agents in reasonable time.
ERIC Educational Resources Information Center
Richards, Cameron
2006-01-01
For various reasons many teachers struggle to harness the powerful informational, communicative and interactive learning possibilities of information and communication technologies (ICTs) in general. This is perhaps typified by how e-learning platforms and web portals are often used mainly as repositories for content and related online discussion…
Online Operation Guidance of Computer System Used in Real-Time Distance Education Environment
ERIC Educational Resources Information Center
He, Aiguo
2011-01-01
Computer system is useful for improving real time and interactive distance education activities. Especially in the case that a large number of students participate in one distance lecture together and every student uses their own computer to share teaching materials or control discussions over the virtual classrooms. The problem is that within…
The Use of the Webcam for Teaching a Foreign Language in a Desktop Videoconferencing Environment
ERIC Educational Resources Information Center
Develotte, Christine; Guichon, Nicolas; Vincent, Caroline
2010-01-01
This paper explores how language teachers learn to teach with a synchronous multimodal setup ("Skype"), and it focuses on their use of the webcam during the pedagogical interaction. First, we analyze the ways that French graduate students learning to teach online use the multimodal resources available in a desktop videoconferencing (DVC)…
A Plurisemiotic Study of Multimodal Interactive Teaching through Videoconferencing
ERIC Educational Resources Information Center
Codreanu, Tatiana; Celik, Christelle Combe
2012-01-01
The aim of the study is to describe and analyze webcam pedagogical communication between a French Foreign Language tutor and two students during seven online classes. It tries to answer the following question: how does the tutor in a multimodal learning environment change her semio-discursive behavior from the first to the last session? We analyze…
Using Virtual Worlds in Education: Second Life[R] as an Educational Tool
ERIC Educational Resources Information Center
Baker, Suzanne C.; Wentz, Ryan K.; Woods, Madison M.
2009-01-01
The online virtual world Second Life (www.secondlife.com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represent them in the virtual world. Within SL, avatars can interact with each other and with objects and environments. SL offers tremendous creative potential in that users can create content within the…
Designing an Interactive Online Portal for Chinese Essay Writing: An Action Research Study
ERIC Educational Resources Information Center
Tang, Hui Huang; Wang, Qiyun
2007-01-01
Background: Singapore launched the first Masterplan in 1997 to guide the integration of ICT (information and communication technology) in education. Since then many schools have started to explore using ICT in their curricula. The school reported in this paper developed a web-based learning environment to assist students in the use of ICT.…
The Experiences of Students with Learning Disabilities in a Higher Education Virtual Campus
ERIC Educational Resources Information Center
Hollins, Nancy; Foley, Alan R.
2013-01-01
Institutions of higher education are increasingly asking students to use the online environment, or virtual campus, when carrying out business related to college life. In this paper, we report findings from a study conducted to learn more about the experiences of college students with learning disabilities as they interacted with this virtual…
Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World
ERIC Educational Resources Information Center
Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis
2016-01-01
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Student Information-Age Mindset: A Key to Success in Distance Learning Courses
ERIC Educational Resources Information Center
Madrigal, Osiel; Schreiber, Deborah
2011-01-01
This study provides empirical evidence that an information-age mindset exists; it is not necessarily age-specific; and it appears to be related to both the student's interaction with a digital environment over time, and the success or failure while online. Eight of ten identified information-age mindset attributes are significant, and represent…
ERIC Educational Resources Information Center
Essel, Harry Barton; Osei-Poku, Patrick; Tachie-Menson, Akosua; Opoku-Asare, Nana Afia
2016-01-01
Submission of Electronic Theses and Dissertations (ETDs) by postgraduate students has become a common phenomenon in learning environments globally. The purpose of ETDs is to train postgraduate students as knowledge workers in online publishing and also extend their skills beyond word processing. The challenge however, is that many postgraduate…
ERIC Educational Resources Information Center
Afacan Adanir, Gulgun
2017-01-01
The case study focuses on the interactional mechanisms through which online collaborative teams co-construct a shared understanding of an analytical geometry problem by using dynamic geometry representations. The collaborative study consisted of an assignment on which the learners worked together in groups to solve a ship navigation problem as…
L2 Immersion in 3D Virtual Worlds: The Next Thing to Being There?
ERIC Educational Resources Information Center
Paillat, Edith
2014-01-01
Second Life is one of the many three-dimensional virtual environments accessible through a computer and a fast broadband connection. Thousands of participants connect to this platform to interact virtually with the world, join international communities of practice and, for some, role play groups. Unlike online role play games however, Second Life…
Interactions in Virtual Learning Environments: New Roles for Digital Technology
ERIC Educational Resources Information Center
Borba, Marcelo C.; Chiari, Aparecida Santana de Souza; de Almeida, Helber Rangel Formiga Leite
2018-01-01
For the last 10 years, online pre-service teacher distance education has increased significantly in Brazil. As a result, research on this educational modality has also increased, in particular, research investigating the different roles students and teachers play in these courses. The purpose of this paper is to analyze the role of digital…
ERIC Educational Resources Information Center
Kuo, Yu-Chun; Walker, Andrew E.; Belland, Brian R.; Schroder, Kerstin E. E.; Kuo, Yu-Tung
2014-01-01
This paper reports research on the implementation of a web-based videoconferencing tool (Interwise) for synchronous learning sessions on an industrial technology course offered through a university in northern Taiwan. The participants included undergraduate students from the same course offered in two different semesters. We investigated students'…
Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment
ERIC Educational Resources Information Center
Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho
2012-01-01
The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…
ERIC Educational Resources Information Center
Canto, Silvia; Jauregi Ondarra, Kristi
2017-01-01
This article attempts to shed some light on the possible learning benefits for language acquisition and intercultural development of authentic social interaction with expert peers through computer mediated communication (CMC) tools. The environments used in this study are video communication and the 3D virtual world "Second Life." For…
Improving Graduate Students' Learning through the Use of Moodle
ERIC Educational Resources Information Center
Olmos, Susana; Mena, Juanjo; Torrecilla, Eva; Iglesias, Ana
2015-01-01
Moodle stands as an online tool that promotes enhanced learning in higher education. However, it often becomes a repository of contents instead of an interactive environment. In this paper we describe how this platform was used by university students and teachers in 104 courses and compare whether ICT--as core subject courses--use Moodle more…
ERIC Educational Resources Information Center
Lee, Daniel; Spear, Rita; Kero, Patty
2017-01-01
Students are accessing graduate study online in ever-increasing numbers with interactive experiences differing from those who traditionally enroll in corresponding face-to-face (F2F) classes. Soft skills such as collaboration/teamwork, communication and presentation are important to learning but difficult to practice outside the F2F environment.…
ERIC Educational Resources Information Center
International Federation of Library Associations, The Hague (Netherlands).
The six papers in this collection focus on library buildings and equipment and information technology: (1) "Library Equipment in a Changing Library Environment" (Margaret Beckman, Canada); (2) "The New Building for the British Library" (Colin St. John Wilson, United Kingdom); (3) "User Interaction with Online Catalogue" (Stephen Walker, United…
A Comparison of Incidental Focus on Form in the Second Language Classroom and Chatroom
ERIC Educational Resources Information Center
Loewen, Shawn; Reissner, Sophie
2009-01-01
Although many second language learners still study in a traditional, face-to-face classroom, an increasing number of students now participate in virtual classrooms and communicate online. Regardless of the mode of communication, interaction and focus on form can be considered important components of the learning environment. This paper reports on…
ERIC Educational Resources Information Center
Rodrigo, Russell; Nguyen, Tam
2013-01-01
This paper presents a qualitative case study of socialised blended learning, using a social network platform to investigate the level of literacies and interactions of students in a blended learning environment of traditional face-to-face design studio and online participatory teaching. Using student and staff feedback, the paper examines the use…
EEGLAB, SIFT, NFT, BCILAB, and ERICA: new tools for advanced EEG processing.
Delorme, Arnaud; Mullen, Tim; Kothe, Christian; Akalin Acar, Zeynep; Bigdely-Shamlo, Nima; Vankov, Andrey; Makeig, Scott
2011-01-01
We describe a set of complementary EEG data collection and processing tools recently developed at the Swartz Center for Computational Neuroscience (SCCN) that connect to and extend the EEGLAB software environment, a freely available and readily extensible processing environment running under Matlab. The new tools include (1) a new and flexible EEGLAB STUDY design facility for framing and performing statistical analyses on data from multiple subjects; (2) a neuroelectromagnetic forward head modeling toolbox (NFT) for building realistic electrical head models from available data; (3) a source information flow toolbox (SIFT) for modeling ongoing or event-related effective connectivity between cortical areas; (4) a BCILAB toolbox for building online brain-computer interface (BCI) models from available data, and (5) an experimental real-time interactive control and analysis (ERICA) environment for real-time production and coordination of interactive, multimodal experiments.
NASA Astrophysics Data System (ADS)
Taylor, Peggy Sue
Learning in computer-mediated conferencing systems requires frequent and open interaction in environments that foster sharing and examination of group knowledge and experiences. Written dialogue is the means by which this interaction takes place. This study examined the effects of a training program designed for facilitators in the e-Mentoring for Student Success (eMSS) program, which provides online induction for beginning science and mathematics teachers. The training was designed to improve the quality of dialogue among participants in the program. The intervention consisted of three components: (1) an online training institute prior to beginning of the program year, (2) placement of facilitators in positions within the discussion areas of the program, and (3) ongoing online support for practicing facilitators. Three examinations were conducted in this mixed-method study. First, preintervention program dialogue was quantitatively compared to post-intervention program dialogue through use of a program-specific rubric to code program discussions. Second, case studies were conducted to determine how the training affected the practices of seven program facilitators and which components of the training effected change or growth. Third, pre and post intervention surveys were administered to all participants of the training to obtain their perceptions of their development as a result of the intervention. Comparison of dialogue before and after the intervention indicated a significant improvement in dialogue quality in the discussion areas of the program. Case studies of facilitators' practices revealed areas of the training that impacted the skills and strategies that facilitators used in efforts to foster increased and improved dialogue. Survey results indicated that participants gained a better understanding of what constituted quality dialogue in terms of the eMSS program and how better to foster quality dialogue in an online environment. Components of the training found to be effective in helping facilitators to foster dialogue improvement were: (1) focus on program goals and vision, (2) focus on the nature of online communication, (3) practice with the analysis of actual program dialogue, (4) practice in composing effective online messages. Implications for online facilitators are discussed and recommendations are made for designing training for facilitators to work in computer-mediated conferences.
A Web-Based Learning Support System for Inquiry-Based Learning
NASA Astrophysics Data System (ADS)
Kim, Dong Won; Yao, Jingtao
The emergence of the Internet and Web technology makes it possible to implement the ideals of inquiry-based learning, in which students seek truth, information, or knowledge by questioning. Web-based learning support systems can provide a good framework for inquiry-based learning. This article presents a study on a Web-based learning support system called Online Treasure Hunt. The Web-based learning support system mainly consists of a teaching support subsystem, a learning support subsystem, and a treasure hunt game. The teaching support subsystem allows instructors to design their own inquiry-based learning environments. The learning support subsystem supports students' inquiry activities. The treasure hunt game enables students to investigate new knowledge, develop ideas, and review their findings. Online Treasure Hunt complies with a treasure hunt model. The treasure hunt model formalizes a general treasure hunt game to contain the learning strategies of inquiry-based learning. This Web-based learning support system empowered with the online-learning game and founded on the sound learning strategies furnishes students with the interactive and collaborative student-centered learning environment.
Translating statistical species-habitat models to interactive decision support tools
Wszola, Lyndsie S.; Simonsen, Victoria L.; Stuber, Erica F.; Gillespie, Caitlyn R.; Messinger, Lindsey N.; Decker, Karie L.; Lusk, Jeffrey J.; Jorgensen, Christopher F.; Bishop, Andrew A.; Fontaine, Joseph J.
2017-01-01
Understanding species-habitat relationships is vital to successful conservation, but the tools used to communicate species-habitat relationships are often poorly suited to the information needs of conservation practitioners. Here we present a novel method for translating a statistical species-habitat model, a regression analysis relating ring-necked pheasant abundance to landcover, into an interactive online tool. The Pheasant Habitat Simulator combines the analytical power of the R programming environment with the user-friendly Shiny web interface to create an online platform in which wildlife professionals can explore the effects of variation in local landcover on relative pheasant habitat suitability within spatial scales relevant to individual wildlife managers. Our tool allows users to virtually manipulate the landcover composition of a simulated space to explore how changes in landcover may affect pheasant relative habitat suitability, and guides users through the economic tradeoffs of landscape changes. We offer suggestions for development of similar interactive applications and demonstrate their potential as innovative science delivery tools for diverse professional and public audiences.
Translating statistical species-habitat models to interactive decision support tools.
Wszola, Lyndsie S; Simonsen, Victoria L; Stuber, Erica F; Gillespie, Caitlyn R; Messinger, Lindsey N; Decker, Karie L; Lusk, Jeffrey J; Jorgensen, Christopher F; Bishop, Andrew A; Fontaine, Joseph J
2017-01-01
Understanding species-habitat relationships is vital to successful conservation, but the tools used to communicate species-habitat relationships are often poorly suited to the information needs of conservation practitioners. Here we present a novel method for translating a statistical species-habitat model, a regression analysis relating ring-necked pheasant abundance to landcover, into an interactive online tool. The Pheasant Habitat Simulator combines the analytical power of the R programming environment with the user-friendly Shiny web interface to create an online platform in which wildlife professionals can explore the effects of variation in local landcover on relative pheasant habitat suitability within spatial scales relevant to individual wildlife managers. Our tool allows users to virtually manipulate the landcover composition of a simulated space to explore how changes in landcover may affect pheasant relative habitat suitability, and guides users through the economic tradeoffs of landscape changes. We offer suggestions for development of similar interactive applications and demonstrate their potential as innovative science delivery tools for diverse professional and public audiences.
Translating statistical species-habitat models to interactive decision support tools
Simonsen, Victoria L.; Stuber, Erica F.; Gillespie, Caitlyn R.; Messinger, Lindsey N.; Decker, Karie L.; Lusk, Jeffrey J.; Jorgensen, Christopher F.; Bishop, Andrew A.; Fontaine, Joseph J.
2017-01-01
Understanding species-habitat relationships is vital to successful conservation, but the tools used to communicate species-habitat relationships are often poorly suited to the information needs of conservation practitioners. Here we present a novel method for translating a statistical species-habitat model, a regression analysis relating ring-necked pheasant abundance to landcover, into an interactive online tool. The Pheasant Habitat Simulator combines the analytical power of the R programming environment with the user-friendly Shiny web interface to create an online platform in which wildlife professionals can explore the effects of variation in local landcover on relative pheasant habitat suitability within spatial scales relevant to individual wildlife managers. Our tool allows users to virtually manipulate the landcover composition of a simulated space to explore how changes in landcover may affect pheasant relative habitat suitability, and guides users through the economic tradeoffs of landscape changes. We offer suggestions for development of similar interactive applications and demonstrate their potential as innovative science delivery tools for diverse professional and public audiences. PMID:29236707
Teaching epidemiology in the digital age: considerations for academicians and their students.
Caron, Rosemary M
2013-09-01
The way in which we prepare future public health professionals is changing because of the digital age. Online education is expanding the accessibility of public health training to students and practitioners with diverse backgrounds. Online courses offer many advantages for students, including flexible schedules, elimination of commuting time, and fostering interactions among students and the instructor. A few disadvantages of online courses for the student can include a feeling of isolation, difficulty adjusting to the time-intensive nature, and the required self-discipline to regularly tend to online course materials that immature and working students can find challenging. For faculty who are faced with teaching epidemiology in these changing times of the traditional face-to-face classroom and the virtual classroom, the core teaching principles of this science of public health remain unchanged, yet how they are delivered in the online environment adds a layer of complexity not previously encountered. This paper presents practical considerations for faculty who will be teaching online and their students who will be learning online. In addition, a framework for an online epidemiology course is presented as a model by which faculty interested in teaching epidemiology online can modify the course structure, content, and assessment tools to fit their needs. Copyright © 2013 Elsevier Inc. All rights reserved.
Digital Communication Applications in the Online Learning Environment
ERIC Educational Resources Information Center
Lambeth, Krista Jill
2011-01-01
Scope and method of study. The purpose of this study was for the researcher to obtain a better understanding of the online learning environment, to explore the various ways online class instructors have incorporated digital communication applications to try and provide learner-centered online learning environments, and to examine students'…
NASA Astrophysics Data System (ADS)
Tams, Stefan
We examine the relative and complementary effectiveness of trust-building strategies in online environments. While prior research has examined various antecedents to trust, we investigated two trust-building mechanisms more in depth: Web site trust and vendor reputation. We tried to understand the relative effectiveness of these two important mechanisms to provide online businesses with a clear recommendation of how to establish trust in an effective and efficient manner. Drawing from the literature on trust, we proposed vendor reputation to be more effective than Web site trust. Moreover, we examined a potential complementary effect of these mechanisms so as to provide online businesses with a deeper understanding of how to derive superior trust. We hypothesize a small such effect. The study proposes a laboratory experiment to test the model.
Social Anxiety in Online and Real-Life Interaction and Their Associated Factors
Yen, Ju-Yu; Yen, Cheng-Fang; Chen, Cheng-Sheng; Wang, Peng-Wei; Chang, Yi-Hsin
2012-01-01
Abstract Social anxiety was compared between online and real-life interaction in a sample of 2,348 college students. Severity of social anxiety in both real-life and online interaction was tested for associations with depression, Internet addiction, Internet activity type (gaming versus chatting), and scores on Behavioral Inhibition System (BIS)/Behavioral Activation System (BAS) scales. The results showed that social anxiety was lower when interacting online than when interacting offline. Depression, Internet addiction, and high BIS and BAS scores were associated with high social anxiety. The social anxiety decreased more in online interaction among subjects with high social anxiety, depression, BIS, and BAS. This result suggests that the Internet has good potential as an alternative medium for delivering interventions for social anxiety. Further, the effect of BIS on social anxiety is decreased in online interaction. More attention should be paid for BIS when the treatment for social anxiety is delivered online. PMID:22175853
Social anxiety in online and real-life interaction and their associated factors.
Yen, Ju-Yu; Yen, Cheng-Fang; Chen, Cheng-Sheng; Wang, Peng-Wei; Chang, Yi-Hsin; Ko, Chih-Hung
2012-01-01
Social anxiety was compared between online and real-life interaction in a sample of 2,348 college students. Severity of social anxiety in both real-life and online interaction was tested for associations with depression, Internet addiction, Internet activity type (gaming versus chatting), and scores on Behavioral Inhibition System (BIS)/Behavioral Activation System (BAS) scales. The results showed that social anxiety was lower when interacting online than when interacting offline. Depression, Internet addiction, and high BIS and BAS scores were associated with high social anxiety. The social anxiety decreased more in online interaction among subjects with high social anxiety, depression, BIS, and BAS. This result suggests that the Internet has good potential as an alternative medium for delivering interventions for social anxiety. Further, the effect of BIS on social anxiety is decreased in online interaction. More attention should be paid for BIS when the treatment for social anxiety is delivered online.
SOCR: Statistics Online Computational Resource
Dinov, Ivo D.
2011-01-01
The need for hands-on computer laboratory experience in undergraduate and graduate statistics education has been firmly established in the past decade. As a result a number of attempts have been undertaken to develop novel approaches for problem-driven statistical thinking, data analysis and result interpretation. In this paper we describe an integrated educational web-based framework for: interactive distribution modeling, virtual online probability experimentation, statistical data analysis, visualization and integration. Following years of experience in statistical teaching at all college levels using established licensed statistical software packages, like STATA, S-PLUS, R, SPSS, SAS, Systat, etc., we have attempted to engineer a new statistics education environment, the Statistics Online Computational Resource (SOCR). This resource performs many of the standard types of statistical analysis, much like other classical tools. In addition, it is designed in a plug-in object-oriented architecture and is completely platform independent, web-based, interactive, extensible and secure. Over the past 4 years we have tested, fine-tuned and reanalyzed the SOCR framework in many of our undergraduate and graduate probability and statistics courses and have evidence that SOCR resources build student’s intuition and enhance their learning. PMID:21451741
ERIC Educational Resources Information Center
York, Cindy S.; Richardson, Jennifer C.
2012-01-01
A multitude of factors influence interpersonal interaction between students and instructors in an online course. This study examines perceptions of six experienced online instructors to determine factors they believe increase interaction among their students and between the students and instructor of online courses. The end result is an inventory…
Collaborative online projects for English language learners in science
NASA Astrophysics Data System (ADS)
Terrazas-Arellanes, Fatima E.; Knox, Carolyn; Rivas, Carmen
2013-12-01
This paper summarizes how collaborative online projects (COPs) are used to facilitate science content-area learning for English Learners of Hispanic origin. This is a Mexico-USA partnership project funded by the National Science Foundation. A COP is a 10-week thematic science unit, completely online, and bilingual (Spanish and English) designed to provide collaborative learning experiences with culturally and linguistically relevant science instruction in an interactive and multimodal learning environment. Units are integrated with explicit instructional lessons that include: (a) hands-on and laboratory activities, (b) interactive materials and interactive games with immediate feedback, (c) animated video tutorials, (d) discussion forums where students exchange scientific learning across classrooms in the USA and in Mexico, and (e) summative and formative assessments. Thematic units have been aligned to U.S. National Science Education Standards and are under current revisions for alignment to the Common Core State Standards. Training materials for the teachers have been integrated into the project website to facilitate self-paced and independent learning. Preliminary findings of our pre-experimental study with a sample of 53 students (81 % ELs), distributed across three different groups, resulted in a 21 % statistically significant points increase from pretest to posttest assessments of science content learning, t( 52) = 11.07, p = .000.
Lee, Yuan-Hsuan; Ko, Chih-Hung; Chou, Chien
2015-04-01
Using expectancy theory, this study aimed at identifying the attitudinal/behavioral factors that explain the relationship between Internet expectancies and Internet addiction among Taiwanese adolescents. A total of 25,573 students (49.8% boys and 50.2% girls) across junior and senior high schools participated in the study. The students reported on their background characteristics, general expectations from the Internet, attitudes toward online social interaction and online gaming, preferences in online social interaction, and dys-controlled online gaming behavior. Structural equation modeling was used to examine the indirect effects of Internet expectancies on Internet addiction through these attitudinal/behavioral factors. The results showed that Internet expectancies positively predicted students' attitudes toward online games and online social interaction, which in turn predicted their respective preferences or dys-controlled behavior and Internet addiction. The indirect effect of Internet expectancies was higher on Internet addiction via attitudes toward online gaming and dys-controlled online gaming than via attitudes toward and preferences of online social interaction. The indirect effects exhibited a larger impact on boys than on girls. The authors recommend that the expectancies of online gaming and social interaction be addressed in efforts to prevent and attenuate the severity of adolescent Internet addiction.
Kostova, Zlatina; Caiata-Zufferey, Maria; Schulz, Peter J
2015-01-01
BACKGROUND: There is strong empirical evidence that the support that chronic patients receive from their environment is fundamental for the way they cope with physical and psychological suffering. Nevertheless, in the case of rheumatoid arthritis (RA), providing the appropriate social support is still a challenge, and such support has often proven to be elusive and unreliable in helping patients to manage the disease. OBJECTIVES: To explore whether and how social support for RA patients can be provided online, and to assess the conditions under which such support is effective. An online support tool was designed to provide patients with both tailored information and opportunities to interact online with health professionals and fellow sufferers. The general purpose was to identify where the support provided did – or did not – help patients, and to judge whether the determinants of success lay more within patients – their engagement and willingness to participate – or within the design of the website itself. METHODS: The present study reports qualitative interviews with 19 users of the tool. A more specific purpose was to elaborate qualitatively on results from a quantitative survey of users, which indicated that any positive impact was confined to practical matters of pain management rather than extending to more fundamental psychological outcomes such as acceptance. RESULTS AND CONCLUSIONS: Overall, online learning and interaction can do much to help patients with the everyday stresses of their disease; however, its potential for more durable positive impact depends on various individual characteristics such as personality traits, existing social networks, and the severity and longevity of the disease. PMID:26252664
Three-Dimensional Online Visualization and Engagement Tools for the Geosciences
NASA Astrophysics Data System (ADS)
Cockett, R.; Moran, T.; Pidlisecky, A.
2013-12-01
Educational tools often sacrifice interactivity in favour of scalability so they can reach more users. This compromise leads to tools that may be viewed as second tier when compared to more engaging activities performed in a laboratory; however, the resources required to deliver laboratory exercises that are scalable is often impractical. Geoscience education is well situated to benefit from interactive online learning tools that allow users to work in a 3D environment. Visible Geology (http://3ptscience.com/visiblegeology) is an innovative web-based application designed to enable visualization of geologic structures and processes through the use of interactive 3D models. The platform allows users to conceptualize difficult, yet important geologic principles in a scientifically accurate manner by developing unique geologic models. The environment allows students to interactively practice their visualization and interpretation skills by creating and interacting with their own models and terrains. Visible Geology has been designed from a user centric perspective resulting in a simple and intuitive interface. The platform directs students to build there own geologic models by adding beds and creating geologic events such as tilting, folding, or faulting. The level of ownership and interactivity encourages engagement, leading learners to discover geologic relationships on their own, in the context of guided assignments. In January 2013, an interactive geologic history assignment was developed for a 700-student introductory geology class at The University of British Columbia. The assignment required students to distinguish the relative age of geologic events to construct a geologic history. Traditionally this type of exercise has been taught through the use of simple geologic cross-sections showing crosscutting relationships; from these cross-sections students infer the relative age of geologic events. In contrast, the Visible Geology assignment offers students a unique experience where they first create their own geologic events allowing them to directly see how the timing of a geologic event manifests in the model and resulting cross-sections. By creating each geologic event in the model themselves, the students gain a deeper understanding of the processes and relative order of events. The resulting models can be shared amongst students, and provide instructors with a basis for guiding inquiry to address misconceptions. The ease of use of the assignment, including automatic assessment, made this tool practical for deployment in this 700 person class. The outcome of this type of large scale deployment is that students, who would normally not experience a lab exercise, gain exposure to interactive 3D thinking. Engaging tools and software that puts the user in control of their learning experiences is critical for moving to scalable, yet engaging, online learning environments.
ERIC Educational Resources Information Center
Jones, Brett D.; Setareh, Mehdi; Polys, Nicholas F.; Bacim, Felipe
2014-01-01
Simulations can be powerful learning tools that allow students to explore and understand concepts in ways that are not possible in typical classroom settings. However, research is lacking as to how to use simulations most effectively in different types of learning environments. To address this need, we designed a study to examine the impact of…
Dusty Relic to Shining Treasure: Embedded in a Multicultural Environment
ERIC Educational Resources Information Center
Avery, Beth Fuseler; Batman, Cindy
2014-01-01
Far from being dusty old relics who are guardians of the book, embedded librarians need to be proactively leading students through the digital maze of the virtual library. Working with students more than 7,000 miles away changed perceptions of how to teach and learn, and how people interact online. We will share how as embedded librarians we…
Regulation and Socio-Emotional Interactions in a Positive and a Negative Group Climate
ERIC Educational Resources Information Center
Bakhtiar, Aishah; Webster, Elizabeth A.; Hadwin, Allyson F.
2018-01-01
Collaboration in an online environment can be a socially and emotionally demanding task. It requires group members to engage in a great deal of regulation, where favourable emotions need to be sustained for the group's productive functioning. The purpose of this cross-case analysis was to examine the interplay of two groups' regulatory processes,…
ERIC Educational Resources Information Center
Krämer, Bernd J.; Neugebauer, Jonas; Magenheim, Johannes; Huppertz, Helga
2015-01-01
Although many innovations exploiting web technologies have been suggested in distance higher education, very little original research exists investigating the impact of web-based learning environments on distance students' learning processes and outcomes. To close this gap, four sets of data have been collected in a distance-learning course:…
ERIC Educational Resources Information Center
Mylott, Elliot; Kutschera, Ellynne; Dunlap, Justin C.; Christensen, Warren; Widenhorn, Ralf
2016-01-01
We will describe a one-quarter pilot algebra-based introductory physics course for pre-health and life science majors. The course features videos with biomedical experts and cogent biomedically inspired physics content. The materials were used in a flipped classroom as well as an all-online environment where students interacted with multimedia…
ERIC Educational Resources Information Center
Dennen, Vanessa P.
2016-01-01
Digital learning environments are spaces in which data are shared, generated, and recorded. At the end of an online course, a rich collection of digital artifacts are left behind by the instructor and learners. Some artifacts are intentionally created learning materials and assignments, some are the products of class interaction in discussion…
ERIC Educational Resources Information Center
Blackburn, Greg
2017-01-01
Much has been written about the promise and peril of technology in education. This paper presents an empirical study that explores how technology can play a pivotal role in student learning and how teaching staff can adopt innovative technology-based approaches in the creation of interactive online problem-based learning (PBL) resources, allowing…
ERIC Educational Resources Information Center
Banados, Emerita
2006-01-01
Faced with the need to teach English to a large number of students, the "Universidad de Concepcion," Chile, has created an innovative Communicative English Program using ICT, which is made up of four modules covered in four academic terms. The English program aims to develop integrated linguistic skills with a focus on learning for…
ERIC Educational Resources Information Center
Chauncey, Sarah A.
2012-01-01
The ability to interact with peers and coworkers in online digital networks is essential in learning and business environments. Our digital participatory culture is based on communication in response to purposeful activity and is facilitated by information and communication technologies (ICT). Students with emotional, behavioral, and learning…
ERIC Educational Resources Information Center
West, Ellen Jo
2010-01-01
Each student has a unique learning style or individual way of perceiving, interacting, and responding to a learning environment. The purpose of this study was to identify and compare the prevalence of learning styles among undergraduate Sport Management Studies (SMS) students at California University of Pennsylvania (Cal U). Learning style…
Norm-Aware Socio-Technical Systems
NASA Astrophysics Data System (ADS)
Savarimuthu, Bastin Tony Roy; Ghose, Aditya
The following sections are included: * Introduction * The Need for Norm-Aware Systems * Norms in human societies * Why should software systems be norm-aware? * Case Studies of Norm-Aware Socio-Technical Systems * Human-computer interactions * Virtual environments and multi-player online games * Extracting norms from big data and software repositories * Norms and Sustainability * Sustainability and green ICT * Norm awareness through software systems * Where To, From Here? * Conclusions
Design on the MUVE: Synergizing Online Design Education with Multi-User Virtual Environments (MUVE)
ERIC Educational Resources Information Center
Sakalli, Isinsu; Chung, WonJoon
2015-01-01
The world is becoming increasingly virtual. Since the invention of the World Wide Web, information and human interaction has been transferring to the web at a rapid rate. Education is one of the many institutions that is taking advantage of accessing large numbers of people globally through computers. While this can be a simpler task for…
Rehm, Imogen C.; Foenander, Emily; Wallace, Klaire; Abbott, Jo-Anne M.; Kyrios, Michael; Thomas, Neil
2016-01-01
In the burgeoning field of e-mental health interventions, avatars are increasingly being utilized to facilitate online communication between clients and therapists, and among peers. Avatars are digital self-representations, which enable individuals to interact with each other in computer-based virtual environments. In this narrative review, we examine the psychotherapeutic applications of avatars that have been investigated and trialed to date. Five key applications were identified (1) in the formation of online peer support communities; (2) replicating traditional modes of psychotherapy by using avatars as a vehicle to communicate within a wholly virtual environment; (3) using avatar technology to facilitate or augment face-to-face treatment; (4) as part of serious games; and (5) communication with an autonomous virtual therapist. Across these applications, avatars appeared to serve several functions conducive to treatment engagement by (1) facilitating the development of a virtual therapeutic alliance; (2) reducing communication barriers; (3) promoting treatment-seeking through anonymity; (4) promoting expression and exploration of client identity; and (5) enabling therapists to control and manipulate treatment stimuli. Further research into the feasibility and ethical implementation of avatar-based psychotherapies is required. PMID:27917128
Rehm, Imogen C; Foenander, Emily; Wallace, Klaire; Abbott, Jo-Anne M; Kyrios, Michael; Thomas, Neil
2016-01-01
In the burgeoning field of e-mental health interventions, avatars are increasingly being utilized to facilitate online communication between clients and therapists, and among peers. Avatars are digital self-representations, which enable individuals to interact with each other in computer-based virtual environments. In this narrative review, we examine the psychotherapeutic applications of avatars that have been investigated and trialed to date. Five key applications were identified (1) in the formation of online peer support communities; (2) replicating traditional modes of psychotherapy by using avatars as a vehicle to communicate within a wholly virtual environment; (3) using avatar technology to facilitate or augment face-to-face treatment; (4) as part of serious games; and (5) communication with an autonomous virtual therapist. Across these applications, avatars appeared to serve several functions conducive to treatment engagement by (1) facilitating the development of a virtual therapeutic alliance; (2) reducing communication barriers; (3) promoting treatment-seeking through anonymity; (4) promoting expression and exploration of client identity; and (5) enabling therapists to control and manipulate treatment stimuli. Further research into the feasibility and ethical implementation of avatar-based psychotherapies is required.
Ye, Yinghua; Lin, Lin
2015-02-01
The unprecedented popularity of online communication has raised interests and concerns among the public as well as in scholarly circles. Online communications have pushed people farther away from one another. This study is a further examination of the effects of online communications on well-being, in particular: Locus of control, Loneliness, Subjective well-being, and Preference for online social interaction. Chinese undergraduate students (N = 260; 84 men, 176 women; M age = 20.1 yr., SD = 1.2) were questioned about demographic information and use of social media as well as four previously validated questionnaires related to well-being. Most participants used QQ, a popular social networking program, as the major channel for online social interactions. Locus of control was positively related to Loneliness and Preference for online social interaction, but negatively related to Subjective well-being; Loneliness (positively) and Subjective well-being (negatively) were related to Preference for online social interaction; and Loneliness and Subjective well-being had a full mediating effect between the relationships of Locus of control and Preference for online social interaction. The findings of the study showed that more lonely, unhappy, and externally controlled students were more likely to be engaged in online social interaction. Improving students' locus of control, loneliness, and happiness may help reduce problematic Internet use.
Tetko, Igor V; Maran, Uko; Tropsha, Alexander
2017-03-01
Thousands of (Quantitative) Structure-Activity Relationships (Q)SAR models have been described in peer-reviewed publications; however, this way of sharing seldom makes models available for the use by the research community outside of the developer's laboratory. Conversely, on-line models allow broad dissemination and application representing the most effective way of sharing the scientific knowledge. Approaches for sharing and providing on-line access to models range from web services created by individual users and laboratories to integrated modeling environments and model repositories. This emerging transition from the descriptive and informative, but "static", and for the most part, non-executable print format to interactive, transparent and functional delivery of "living" models is expected to have a transformative effect on modern experimental research in areas of scientific and regulatory use of (Q)SAR models. © 2017 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.
Not virtual, but a real, live, online, interactive reference service.
Jerant, Lisa Lott; Firestein, Kenneth
2003-01-01
In today's fast-paced environment, traditional medical reference services alone are not adequate to meet users' information needs. Efforts to find new ways to provide comprehensive service to users, where and when needed, have often included the use of new and developing technologies. This paper describes the experience of an academic health science library in developing and providing an online, real-time reference service. Issues discussed include selecting software, training librarians, staffing the service, and considering the future of the service. Use statistics, question type analysis, and feedback from users of the service and librarians who staff the service, are also presented.
Ammenwerth, Elske; Hackl, Werner O
2017-01-01
Learning as a constructive process works best in interaction with other learners. Support of social interaction processes is a particular challenge within online learning settings due to the spatial and temporal distribution of participants. It should thus be carefully monitored. We present structural network analysis and related indicators to analyse and visualize interaction patterns of participants in online learning settings. We validate this approach in two online courses and show how the visualization helps to monitor interaction and to identify activity profiles of learners. Structural network analysis is a feasible approach for an analysis of the intensity and direction of interaction in online learning settings.
EEGLAB, SIFT, NFT, BCILAB, and ERICA: New Tools for Advanced EEG Processing
Delorme, Arnaud; Mullen, Tim; Kothe, Christian; Akalin Acar, Zeynep; Bigdely-Shamlo, Nima; Vankov, Andrey; Makeig, Scott
2011-01-01
We describe a set of complementary EEG data collection and processing tools recently developed at the Swartz Center for Computational Neuroscience (SCCN) that connect to and extend the EEGLAB software environment, a freely available and readily extensible processing environment running under Matlab. The new tools include (1) a new and flexible EEGLAB STUDY design facility for framing and performing statistical analyses on data from multiple subjects; (2) a neuroelectromagnetic forward head modeling toolbox (NFT) for building realistic electrical head models from available data; (3) a source information flow toolbox (SIFT) for modeling ongoing or event-related effective connectivity between cortical areas; (4) a BCILAB toolbox for building online brain-computer interface (BCI) models from available data, and (5) an experimental real-time interactive control and analysis (ERICA) environment for real-time production and coordination of interactive, multimodal experiments. PMID:21687590
Designing Synchronous Online Interactions and Discussions
ERIC Educational Resources Information Center
Brown, Barb; Schroeder, Meadow; Eaton, Sarah Elaine
2016-01-01
With increased improvements to technology for online teaching, synchronous instruction continues to grow. Increasing student interaction has been an important component to enhance a sense of community in online learning and improve student satisfaction. There is a paucity of research on how to effectively manage online interaction and increase…
Strategies to teach family assessment and intervention through an online international curriculum.
Anderson, Kathryn Hoehn; Friedemann, Marie-Luise
2010-05-01
A Web-based certificate program for international health professionals to acquire understanding of family health and strategies to implement culturally sensitive health care of families is outlined. In four Web courses and a project, students progress interactively to apply culture, family, and interdisciplinary health system theories to assessments and clinical interventions with families in the interdisciplinary setting. Four online educational strategies to facilitate student success from the virtual classroom to actual clinical care are described: adjusting to the technology, communicating the learning progress openly, giving mutual feedback, and implementing evidence-based family care. Outcomes addressing student learning and skill enhancement, family interaction, and student and faculty experiences in the virtual learning environment are explored. Overall, students learned to work successfully with families in health care, experienced increasing comfort and competency in challenging situations, introduced family care in their work setting, and emerged as leaders while working in interdisciplinary teams.
Wang, Edward Shih-Tse; Wang, Michael Chih-Hung
2013-11-01
This study explores the relationship between social support and social interaction ties on Internet addiction by integrating both online and offline social encounters. A total of 1,642 members of online social communities participated in this research, for which structural equation modeling was used for analysis. The findings show that social support is positively associated with social interaction ties in both online and offline contexts. In addition, online social support and online social interaction ties are positively associated with Internet addiction, whereas offline social support and social interaction ties on Internet addiction are negatively associated. This finding has important implications not only for understanding the cause of Internet addiction but also for understanding the diminishing Internet addiction due to social support and social interaction ties.
Elison-Bowers, P; Snelson, Chareen; Casa de Calvo, Mario; Thompson, Heather
2008-02-05
This study compared the responses of on-site, remote-site, and traditional classroom students on measures of student/teacher interaction, course structure, physical learning environment, and overall course enjoyment/satisfaction. The sample population consisted of students taking undergraduate courses in medical terminology at two western colleges. The survey instrument was derived from Thomerson's questionnaire, which included closed- and open-ended questions assessing perceptions of students toward their courses. Controlling for grade expectations, results revealed no significant differences among the on-site, remote-site, and traditional classroom students in any of the four cluster domains. However, a nonsignificant (and continuing) trend suggested that students preferred the traditional classroom environment. When results were controlled for age, significant differences emerged between traditional and nontraditional students on measures of student/teacher interaction, physical learning environment, and overall enjoyment/satisfaction, as nontraditional students exhibited higher scores. Students' responses to open-ended questions indicated they enjoyed the convenience of online instruction, but reported finding frustration with technology itself.
[The influences of interaction during online gaming on sociability and aggression in real life].
Fuji, Kei; Yoshida, Fujio
2010-02-01
This study examined the influences of online gaming on sociability and aggression in real life. It was hypothesized that the effects of online gaming would differ depending on the interaction style of the online-gamers. Online-gamers in Japan (n = 1 477) were asked to respond to questionnaires that measured interaction style during online gaming, the effects of sociability and aggression, as well as social and individual orientation in real life. Factor analysis of the scores for interaction style extracted five factors. Covariance structure analysis indicated that sociable interactions such as "Broadening relations" and "Feeling of belonging" promoted sociability in real life. In addition, "Release from daily hassles" promoted sociability and decreased aggression. In contrast, non-sociable and aggressive interactions decreased sociability and increased aggression. The results also suggested that a social orientation in real life promoted sociable interactions during game playing, while an individual orientation promoted non-sociable and aggressive interactions. These results supported the hypotheses and suggested that online gaming resulted in positive outcomes for those who are socially, but negative outcomes for those who are not.
Exploring Online Graduate Students' Responses to Online Self-Regulation Training
ERIC Educational Resources Information Center
Dunn, Karee E.; Rakes, Glenda C.
2015-01-01
In this study, online graduate students participated in four brief online self-regulatory trainings for self-efficacy, achievement goal orientation, learning strategies, and attributional thinking. These variables are critical to success in learning environments, but perhaps even more so in the online academic environment (Rakes, Dunn, &…
ERIC Educational Resources Information Center
Huang, Xiaoxia; Hsiao, E-Ling
2012-01-01
The purpose of this study was to examine online instructors' experiences and perceptions of online teaching and their communication with students in an online environment. More specifically, the study focused on the questions regarding: (1) instructors' general experiences and perceptions of online teaching; (2) instructors' general experiences…
Communication and cooperation in networked environments: an experimental analysis.
Galimberti, C; Ignazi, S; Vercesi, P; Riva, G
2001-02-01
Interpersonal communication and cooperation do not happen exclusively face to face. In work contexts, as in private life, there are more and more situations of mediated communication and cooperation in which new online tools are used. However, understanding how to use the Internet to support collaborative interaction presents a substantial challenge for the designers and users of this emerging technology. First, collaborative Internet environments are designed to serve a purpose, so must be designed with intended users' tasks and goals explicitly considered. Second, in cooperative activities the key content of communication is the interpretation of the situations in which actors are involved. So, the most effective way of clarifying the meaning of messages is to connect them to a shared context of meaning. However, this is more difficult in the Internet than in other computer-based activities. This paper tries to understand the characteristics of cooperative activities in networked environments--shared 3D virtual worlds--through two different studies. The first used the analysis of conversations to explore the characteristics of the interaction during the cooperative task; the second analyzed whether and how the level of immersion in the networked environments influenced the performance and the interactional process. The results are analyzed to identify the psychosocial roots used to support cooperation in a digital interactive communication.
ERIC Educational Resources Information Center
Choi, Beomkyu
2016-01-01
The purpose of this study was to examine the relationships between learners' learning strategies and learning satisfaction in an asynchronous online learning environment. In an attempt to shed some light on how people learn in an online learning environment, one hundred and sixteen graduate students who were taking online learning courses…
Nicholls, Michael E R; Thomas, Nicole A; Loetscher, Tobias
2013-08-01
The aim of this study was to investigate asymmetrical interactions between humans and their environment using online seat booking sites. Functional differences between the cerebral hemispheres affect the choices people make. For example, when asked to imagine going to a cinema, people preferentially select seats to the right We investigated whether this experimental research generalizes to online booking sites for aircraft and theaters. Occupancy rates for seats taken on the left and right sides were assessed for 100 airline flights with 12,762 available seats and 37 theater performances with 34,456 seats. On the basis of previous research, a rightward bias was predicted for aircraft and theaters. For aircraft, contrary to expectation, occupancy rate was higher for left- compared with right-side seats. For theaters, a rightward bias was observed when the theater was less than half full.The bias was not affected by the orientation of the map. For aircraft, the leftward preference could be attributable to a rightward turning bias or a "feeling" that the port seats are closer to the exit, even though they are not. For theaters, the data demonstrate that the rightward preference observed in earlier studies exists only when the theater is relatively empty. Asymmetrical seating may play an important role in the efficient assimilation of information from the environment, and this role should take this into account when designing effective human-environment interfaces.The online method of assessing seating used in the current study provides an informative and potentially powerful means of assessing asymmetries in human perception and action.
de Santisteban, Patricia; Del Hoyo, Joana; Alcázar-Córcoles, Miguel Ángel; Gámez-Guadix, Manuel
2018-06-01
The limited literature on online child grooming has focused mainly on studying the characteristics of perpetrators and victims that facilitate the sexual abuse of minors. Little attention has been given to the perceptions of the perpetrators about the abuse process and the strategies used to sustain it over time. In the present study, after identifying a sample of 12 men convicted of online grooming, we used qualitative grounded theory through in-depth interviews and comparisons with the proven facts of their convictions. The results show how aggressors actively study the structural environment, the needs and vulnerabilities of the minors). In this way, the aggressors adapt by using most effective strategies of persuasion at all times, so that the child feels like an active part of the plot. This allows the aggressors to have sexual interactions with minors either online or offline and in a sporadic or sustained manner. This process is maintained with some distorted perceptions about minors and the abuse process, which seem to feed back to the beginning of the cycle with other potential victims. The interaction between the persuasive processes and the distorted perceptions of the aggressor leads to a potential work focus for treatment as well as detection and prevention. Trying to visualize the complexity of the phenomenon could also help researchers to understand processes from this approach that may be applied with other types of vulnerable populations. Copyright © 2018 Elsevier Ltd. All rights reserved.
Delivery of a urology online course using Moodle versus didactic lectures methods.
Reis, Leonardo Oliveira; Ikari, Osamu; Taha-Neto, Khaled A; Gugliotta, Antonio; Denardi, Fernandes
2015-02-01
To subjectively and objectively compare an accessible interactive electronic library using Moodle with lectures for urology teaching of medical students. Forty consecutive fourth-year medical students and one urology teacher were exposed to two teaching methods (4 weeks each) in the form of problem-based learning: - lectures and - student-centered group discussion based on Moodle (modular object-oriented dynamic learning environment) full time online delivered (24/7) with video surgeries, electronic urology cases and additional basic principles of the disease process. All 40 students completed the study. While 30% were moderately dissatisfied with their current knowledge base, online learning course delivery using Moodle was considered superior to the lectures by 86% of the students. The study found the following observations: (1) the increment in learning grades ranged from 7.0 to 9.7 for students in the online Moodle course compared to 4.0-9.6 to didactic lectures; (2) the self-reported student involvement in the online course was characterized as large by over 60%; (3) the teacher-student interaction was described as very frequent (50%) and moderately frequent (50%); and (4) more inquiries and requisitions by students as well as peer assisting were observed from the students using the Moodle platform. The Moodle platform is feasible and effective, enthusing medical students to learn, improving immersion in the urology clinical rotation and encouraging the spontaneous peer assisted learning. Future studies should expand objective evaluations of knowledge acquisition and retention. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Cherry, Shirley J; Flora, Bethany H
2017-01-01
To assess radiography faculty perceptions of the effectiveness of online courses. An original survey instrument was created by selecting items from 3 instruments used in prior research and adding unique questions designed to elicit demographic data from faculty. The sample included a national dataset of radiography faculty members employed in Joint Review Committee on Education in Radiologic Technology-accredited programs in the United States. Findings showed that faculty perceptions of online course effectiveness are not affected significantly by faculty position, type of institution, faculty age, or years of teaching experience. Positive perceptions of the effectiveness of online courses moderately increased with years of teaching online courses, number of online courses taught in the past 5 years, and perceived competence with the use of technology. Faculty satisfaction with interaction in online courses moderately increased as the years of teaching online courses increased. However, the number of years of teaching online courses was not related to faculty satisfaction with teaching online courses or faculty satisfaction with institutional support. Online technology acceptance had a moderately positive relationship with perceived ease of use and a strong positive relationship with perceived usefulness of online technology. In addition, the use of technology-enhanced learning methods had a strong positive relationship with technological self-efficacy. Radiography faculty perceptions of the effectiveness of online courses improved with experience in teaching online courses and competence with use of technology. Perceived ease of use and perceived usefulness of online technology were related directly to online technology acceptance. Furthermore, faculty members with technological self-efficacy were more likely to use technology-enhanced learning methods in the online environment.
Blackboard as an Online Learning Environment: What Do Teacher Education Students and Staff Think?
ERIC Educational Resources Information Center
Heirdsfield, Ann; Walker, Susan; Tambyah, Mallihai; Beutel, Denise
2011-01-01
As online learning environments now have an established presence in higher education we need to ask the question: How effective are these environments for student learning? Online environments can provide a different type of learning experience than traditional face-to-face contexts (for on-campus students) or print-based materials (for distance…
Levels of Interaction Provided by Online Distance Education Models
ERIC Educational Resources Information Center
Alhih, Mohammed; Ossiannilsson, Ebba; Berigel, Muhammet
2017-01-01
Interaction plays a significant role to foster usability and quality in online education. It is one of the quality standard to reveal the evidence of practice in online distance education models. This research study aims to evaluate levels of interaction in the practices of distance education centres. It is aimed to provide online distance…
Montes, Kevin S.; Weatherly, Jeffrey N.
2016-01-01
Although research suggests that approximately 1 in 4 college students report having gambled online, few laboratory-based studies have been conducted enlisting online student gamblers. Moreover, it is unclear the extent to which differences in gambling behavior exist between online and non-online student gamblers. The current study examined if online gamblers would play more hands, commit more errors, and wager more credits than non-online student gamblers in a controlled, laboratory environment. Online (n = 19) and non-online (n = 26) student gamblers played video poker in three separate sessions and the number of hands played, errors committed, and credits wagered were recorded. Results showed that online student gamblers played more hands and committed more errors playing video poker than non-online student gamblers. The results from the current study extend previous research by suggesting that online gamblers engage in potentially more deleterious gambling behavior (e.g., playing more hands and committing more errors) than non-online gamblers. Additional research is needed to examine differences in the gambling behavior of online and non-online gamblers in a controlled, laboratory environment. PMID:27106027
Cross Relationships between Cognitive Styles and Learner Variables in Online Learning Environment
ERIC Educational Resources Information Center
Oh, Eunjoo; Lim, Doohun
2005-01-01
This study examines how students' cognitive styles are correlated with their attitudes toward online education and learning behaviors in online learning environments. The Group Embedded Figures Test (GEFT) and the attitude survey toward online instruction were administered to 104 students enrolled in various online courses at the University of…
ERIC Educational Resources Information Center
Hong, Huang-Yao; Chiu, Chieh-Hsin
2016-01-01
This study explored how students viewed the role of ideas for knowledge work and how such a view was related to their inquiry activities. Data mainly came from students' online interaction logs, group discussion and inquiry, and a survey concerning the role of ideas for knowledge work. The findings suggest that knowledge building was conducive to…
ERIC Educational Resources Information Center
Akhtar, S.; Warburton, S.; Xu, W.
2017-01-01
In this paper we report on the use of a purpose built Computer Support Collaborative learning environment designed to support lab-based CAD teaching through the monitoring of student participation and identified predictors of success. This was carried out by analysing data from the interactive learning system and correlating student behaviour with…
ERIC Educational Resources Information Center
Delen, Erhan; Liew, Jeffrey
2016-01-01
Distance education in the 21st century often relies on educational technology as the primary delivery of teaching to learners. In distance education, the source of the information and the learner do not share the same physical setting; therefore, the information is delivered by a variety of methods. The new emerging tools that are used in online…
NASA Astrophysics Data System (ADS)
Gilbert, Amanda M.
This study investigated the nature of instructional coaching interactions in three formats: online synchronous, online asynchronous, and face-to-face. Knight's (2007) Seven Partnership Principles of Instructional Coaching were used as a framework to analyze and compare the coaching interactions between coach and teacher to determine whether online coaching may be a viable option to provide support for the teachers unprepared to teach the new science standards. Some previous research has suggested that online communication can result in deeper personal interactions (Walther, 1996), while other studies suggest that interactions are more natural and easier in formats that are more similar to face-to-face interactions (Kock, 2005). The findings of this study support the media naturalness theory (Kock, 2005) and suggest that collaboration may be especially difficult in asynchronous online communication. Although differences were noted in the actual interactions, teacher perception remained fairly consistently positive across the three formats. Research beyond this exploratory study is needed to make findings generalizable.
Interactive Storytelling: Opportunities for Online Course Design
ERIC Educational Resources Information Center
Baldwin, Sally; Ching, Yu-Hui
2017-01-01
Compelling interactive stories can be used to get and keep learners' interest in online courses. Interactive storytelling presents information in a manner that involves learners by allowing them to connect with the content. Incorporating interactive storytelling into online education offers the potential to increase student interest and knowledge…
Classification of group behaviors in social media via social behavior grammars
NASA Astrophysics Data System (ADS)
Levchuk, Georgiy; Getoor, Lise; Smith, Marc
2014-06-01
The increasing use of online collaboration and information sharing in the last decade has resulted in explosion of criminal and anti-social activities in online communities. Detection of such behaviors are of interest to commercial enterprises who want to guard themselves from cyber criminals, and the military intelligence analysts who desire to detect and counteract cyberwars waged by adversarial states and organizations. The most challenging behaviors to detect are those involving multiple individuals who share actions and roles in the hostile activities and individually appear benign. To detect these behaviors, the theories of group behaviors and interactions must be developed. In this paper we describe our exploration of the data from collaborative social platform to categorize the behaviors of multiple individuals. We applied graph matching algorithms to explore consistent social interactions. Our research led us to a conclusion that complex collaborative behaviors can be modeled and detected using a concept of group behavior grammars, in a manner analogous to natural language processing. These grammars capture constraints on how people take on roles in virtual environments, form groups, and interact over time, providing the building blocks for scalable and accurate multi-entity interaction analysis and social behavior hypothesis testing.
ERIC Educational Resources Information Center
Gao, Fei; Zhang, Tianyi; Franklin, Teresa
2013-01-01
Asynchronous online discussion environments are important platforms to support learning. Research suggests, however, threaded forums, one of the most popular asynchronous discussion environments, do not often foster productive online discussions naturally. This paper explores how certain properties of threaded forums have affected or constrained…
Interactions and Learning Outcomes in Online Language Courses
ERIC Educational Resources Information Center
Lin, Chin-Hsi; Zheng, Binbin; Zhang, Yining
2017-01-01
Interactions are the central emphasis in language learning. An increasing number of K-12 students take courses online, leading some critics to comment that reduced opportunities for interaction may affect learning outcomes. This study examined the relationship between online interactions and learning outcomes for 466 students who were taking…
ERIC Educational Resources Information Center
Moore, Jensen
2014-01-01
This study examined student success, failure, withdrawal, and satisfaction in online public relations courses based on instructor-student interaction, student-student interaction, and instructor presence. Student passing rates, D/F rates, withdrawal rates, and evaluations of instruction were compiled from fifty-one online PR courses run over the…
ERIC Educational Resources Information Center
Javadi, Elahe; Gebauer, Judith; Novotny, Nancy L.
2017-01-01
Online discussions enable peer-learning by allowing students to communicate ideas on what they have learned in and beyond the classroom. Peer-learning through online discussions is fostered when online discussions are interactive. Interactivity occurs when students refer to and use perspectives shared by peers, and elaborate, respond to, or…
ERIC Educational Resources Information Center
Türker, Fatih Mehmet
2016-01-01
In today's world, where online learning environments have increased their efficiency in education and training, the design of the websites prepared for education and training purposes has become an important process. This study is about the teaching process of the online learning environments created to teach Turkish in web based environments, and…
Exploring Quality Teaching in the Online Environment Using an Evidence-Based Approach
ERIC Educational Resources Information Center
Prieto-Rodriguez, Elena; Gore, Jennifer; Holmes, Kathryn
2016-01-01
Online learning is increasingly ubiquitous in higher education. However, research regarding online teaching often focuses on the affordances of the online environment rather than on the quality of pedagogy. In this paper we consider how online learning could be enhanced using rich pedagogical models that are consistent with a wealth of existing…
Supporting self-efficacy through interactive discussion in online communities of weight loss.
Wang, Ye; Willis, Erin
2016-06-01
By conducting a content analysis of online communities connected by the Weight Watchers' online message boards, this study examined the relationship between conversational interactivity and consumer-generated content about consumer health information, self-efficacious content, and experiences with dieting and physical activities. The results showed that discussion about successful experiences with weight loss tended to be more interactive. Discussion about consumer health information tended to be non-interactive. The findings suggest that online communities generate social support through interactive discussion about successful experiences, and the interactive discussion, in return, sustains active participation in the community.
Social Anxiety and Loneliness in Adults Who Solicit Minors Online.
Schulz, Anja; Bergen, Emilia; Schuhmann, Petya; Hoyer, Jürgen
2017-09-01
This study examined the association of social anxiety, loneliness, and problematic Internet use (PIU) with the online solicitation of minors. Within a convenience sample of adult Internet users from Germany, Finland, and Sweden ( N = 2,828), we compared the responses of participants who had not interacted sexually with strangers online ( n = 2,049) with participants who sexually interacted with unknown adults online ( n = 642), and both groups with adults who sexually solicited unknown minors online ( n = 137). Online sexual interaction with adults was associated with higher levels of social anxiety, loneliness, and PIU compared with not sexually interacting with strangers online. Sexually soliciting minors online was associated with higher levels of social anxiety, loneliness, and PIU compared with sexually interacting with adults and not sexually interacting with strangers at all. Interestingly, compared with those with adult contacts, loneliness was specifically pronounced for participants who solicited children, whereas social anxiety and PIU were pronounced for participants soliciting adolescents. These findings suggest that social anxiety, loneliness, and PIU may be among the motivators for using the Internet to solicit individuals of different age groups for sexual purposes. These factors emerged as specifically relevant for adults who sexually solicited minors and who reported greater impairments compared with adults who sexually interacted with adults. These characteristics may thus be important to consider for assessment and treatment procedures for individuals soliciting minors online.
Kane, Deborah; Senn, Charlene Y; Woodruff, Sarah J
2018-01-01
The growth of the digital environment provides tremendous opportunities to revolutionize health behavior change efforts. This paper explores the use of Web-based, mobile, and social media health behavior change interventions and determines whether there is a need for a face-to-face or an in-person component. It is further argued that that although in-person components can be beneficial for online interventions, a digital person-to-person component can foster similar results while dealing with challenges faced by traditional intervention approaches. Using a digital person-to-person component is rooted in social and behavioral theories such as the theory of reasoned action, and the social cognitive theory, and further justified by the human support constructs of the model of supportive accountability. Overall, face-to-face and online behavior change interventions have their respective advantages and disadvantages and functions, yet both serve important roles. It appears that it is in fact human support that is the most important component in the effectiveness and adherence of both face-to-face and online behavior change interventions, and thoughtfully introducing a digital person-to-person component, to replace face-to-face interactions, can provide the needed human support while diminishing the barriers of in-person meetings. The digital person-to-person component must create accountability, generate opportunities for tailored feedback, and create social support to successfully create health behavior change. As the popularity of the online world grows, and the interest in using the digital environment for health behavior change interventions continues to be embraced, further research into not only the use of online interventions, but the use of a digital person-to-person component, must be explored. PMID:29643048
Raynor, Michael; Iggulden, Helen
2008-06-01
Anatomy and physiology (A&P) teaching and learning in nursing curricula poses problems for educators because of the often varying levels of students' background knowledge. This study reports on a pilot project that attempted to normalize these differentials by delivering A&P teaching using an online interactive e-book-virtual learning environment (VLE) hybrid. Evaluate the effectiveness of using an online interactive resource to deliver A&P teaching. Data were collected from pre-registration and post-qualifying students by questionnaire and observation, and from lecturers by structured interviews. Scale-up issues were identified and documented as part of support for the ongoing pilot. The pre-registration group encountered problems accessing the resource and yielded evidence to suggest that inexperienced learners require a high level of direction to use the resource effectively. The post-qualifying group benefited from the resource's interactive elements and 24/7 availability. There was clear evidence that the group were able to relate knowledge gained from the resource to practice. This hybrid has great potential to add value to A&P learning on nursing programmes at post-qualifying level. The resource could replace its printed equivalent; however, negotiations need to take place between institutions and publishers in order to resolve scale-up issues.
The persuasive effects of character presence and product type on responses to advergames.
Choi, Yung Kyun; Lee, Jung-Gyo
2012-09-01
The use of online video games as an advertising channel has become an integrated part of branding for many marketers in an increasingly fractured media environment. The primary question motivating this research is whether the use of an animated spokes-character embedded in online game affects the persuasiveness of advertising. Specifically, this study looks at how product types moderate the magnitude of such effects. The results show a significant interaction effect between character presence and product type on both brand attitude and purchase intention. The effects of an animated spokes-character on brand evaluation and purchase intention were more pronounced for utilitarian products than for hedonic products.
The Persuasive Effects of Character Presence and Product Type on Responses to Advergames
Choi, Yung Kyun
2012-01-01
Abstract The use of online video games as an advertising channel has become an integrated part of branding for many marketers in an increasingly fractured media environment. The primary question motivating this research is whether the use of an animated spokes-character embedded in online game affects the persuasiveness of advertising. Specifically, this study looks at how product types moderate the magnitude of such effects. The results show a significant interaction effect between character presence and product type on both brand attitude and purchase intention. The effects of an animated spokes-character on brand evaluation and purchase intention were more pronounced for utilitarian products than for hedonic products. PMID:22897431
Huang, Camillan
2003-01-01
Technology has created a new dimension for visual teaching and learning with web-delivered interactive media. The Virtual Labs Project has embraced this technology with instructional design and evaluation methodologies behind the simPHYSIO suite of simulation-based, online interactive teaching modules in physiology for the Stanford students. In addition, simPHYSIO provides the convenience of anytime web-access and a modular structure that allows for personalization and customization of the learning material. This innovative tool provides a solid delivery and pedagogical backbone that can be applied to developing an interactive simulation-based training tool for the use and management of the Picture Archiving and Communication System (PACS) image information system. The disparity in the knowledge between health and IT professionals can be bridged by providing convenient modular teaching tools to fill the gaps in knowledge. An innovative teaching method in the whole PACS is deemed necessary for its successful implementation and operation since it has become widely distributed with many interfaces, components, and customizations. This paper will discuss the techniques for developing an interactive-based teaching tool, a case study of its implementation, and a perspective for applying this approach to an online PACS training tool. Copyright 2002 Elsevier Science Ltd.
Standing in the Middle of a Cyclone: Online Education Comes of Age.
ERIC Educational Resources Information Center
Maeroff, Gene I.
2002-01-01
Discusses online learning and the possible impact on classroom-based courses. Highlights include profits and online courses; problems with classroom learning; hybrid courses; potential for interactivity; adult learners and online courses; policies regarding the implementation of online learning; and a sidebar on the nature of interaction. (LRW)
ChemiRs: a web application for microRNAs and chemicals.
Su, Emily Chia-Yu; Chen, Yu-Sing; Tien, Yun-Cheng; Liu, Jeff; Ho, Bing-Ching; Yu, Sung-Liang; Singh, Sher
2016-04-18
MicroRNAs (miRNAs) are about 22 nucleotides, non-coding RNAs that affect various cellular functions, and play a regulatory role in different organisms including human. Until now, more than 2500 mature miRNAs in human have been discovered and registered, but still lack of information or algorithms to reveal the relations among miRNAs, environmental chemicals and human health. Chemicals in environment affect our health and daily life, and some of them can lead to diseases by inferring biological pathways. We develop a creditable online web server, ChemiRs, for predicting interactions and relations among miRNAs, chemicals and pathways. The database not only compares gene lists affected by chemicals and miRNAs, but also incorporates curated pathways to identify possible interactions. Here, we manually retrieved associations of miRNAs and chemicals from biomedical literature. We developed an online system, ChemiRs, which contains miRNAs, diseases, Medical Subject Heading (MeSH) terms, chemicals, genes, pathways and PubMed IDs. We connected each miRNA to miRBase, and every current gene symbol to HUGO Gene Nomenclature Committee (HGNC) for genome annotation. Human pathway information is also provided from KEGG and REACTOME databases. Information about Gene Ontology (GO) is queried from GO Online SQL Environment (GOOSE). With a user-friendly interface, the web application is easy to use. Multiple query results can be easily integrated and exported as report documents in PDF format. Association analysis of miRNAs and chemicals can help us understand the pathogenesis of chemical components. ChemiRs is freely available for public use at http://omics.biol.ntnu.edu.tw/ChemiRs .
Szwedo, David E.; Mikami, Amori Yee; Allen, Joseph P.
2010-01-01
This study examined associations between characteristics of teenagers’ relationships with their mothers and their later socializing behavior and peer relationship quality online. At age 13, teenagers and their mothers participated in an interaction in which mothers’ and adolescents’ behavior undermining autonomy and relatedness was observed, and indicators of teens’ depressive symptoms and social anxiety were assessed. At age 20, youth self-reported on their online behaviors, youths’ social networking webpages were observationally coded to assess peer relationship quality online, and symptoms of depression and social anxiety were reassessed. Results suggested that problematic mother-teen relationships were predictive of youths’ later preference for online communication and greater likelihood of forming a friendship with someone met online, yet poorer quality in online relationships. Findings are discussed within a developmental framework suggesting the importance of considering youths’ family interactions during early adolescence as predictors of future online socializing behavior and online interactions with peers. PMID:21860584
Szwedo, David E; Mikami, Amori Yee; Allen, Joseph P
2011-09-01
This study examined associations between characteristics of teenagers' relationships with their mothers and their later socializing behavior and peer relationship quality online. At age 13, teenagers and their mothers participated in an interaction in which mothers' and adolescents' behavior undermining autonomy and relatedness was observed, and indicators of teens' depressive symptoms and social anxiety were assessed. At age 20, youth self-reported on their online behaviors, youths' social networking webpages were observationally coded to assess peer relationship quality online, and symptoms of depression and social anxiety were reassessed. Results suggested that problematic mother-teen relationships were predictive of youths' later preference for online communication and greater likelihood of forming a friendship with someone met online, yet poorer quality in online relationships. Findings are discussed within a developmental framework suggesting the importance of considering youths' family interactions during early adolescence as predictors of future online socializing behavior and online interactions with peers.
Choi, Dongseong; Kim, Jinwoo
2004-02-01
As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games or which design features are most closely related to the amount of time spent by players at particular online gaming sites. This study proposes a theoretical model using the concepts of customer loyalty, flow, personal interaction, and social interaction to explain why people continue to play online network games. The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal experiences while playing the games. This optimal experience can be attained if the player has effective personal interaction with the system or pleasant social interactions with other people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate communication places and tools. This paper ends with the implications of applying the study results to other domains such as e-commerce and cyber communities.
Building Student Trust in Online Learning Environments
ERIC Educational Resources Information Center
Wang, Ye Diana
2014-01-01
As online learning continues to gain widespread attention and thrive as a legitimate alternative to classroom instruction, educational institutions and online instructors face the challenge of building and sustaining student trust in online learning environments. The present study represents an attempt to address the challenge by identifying the…
ERIC Educational Resources Information Center
Morris, Olivia
2012-01-01
This research investigated faculty choice of web-based technologies for interaction in online economics courses and students' perception of those technologies. The literature review of online interaction has established the importance of learner-learner, learner-instructor and learner-content interaction in distance learning. However, some…
Montes, Kevin S; Weatherly, Jeffrey N
2017-03-01
Although research suggests that approximately 1 in 4 college students report having gambled online, few laboratory-based studies have been conducted enlisting online student gamblers. Moreover, it is unclear the extent to which differences in gambling behavior exist between online and non-online student gamblers. The current study examined if online gamblers would play more hands, commit more errors, and wager more credits than non-online student gamblers in a controlled, laboratory environment. Online (n = 19) and non-online (n = 26) student gamblers played video poker in three separate sessions and the number of hands played, errors committed, and credits wagered were recorded. Results showed that online student gamblers played more hands and committed more errors playing video poker than non-online student gamblers. The results from the current study extend previous research by suggesting that online gamblers engage in potentially more deleterious gambling behavior (e.g., playing more hands and committing more errors) than non-online gamblers. Additional research is needed to examine differences in the gambling behavior of online and non-online gamblers in a controlled, laboratory environment.
Role of Pre-Course Student Characteristics on Student Learning in Interactive Teaching Environments
NASA Astrophysics Data System (ADS)
Miller, Kelly Anne
The goal of this dissertation is to broaden our understanding of interactive teaching strategies, in the context of the introductory physics classroom at the undergraduate level. The dissertation is divided into four main projects, each of which investigates a specific aspect of teaching physics interactively. All four projects look towards improving the effectiveness of interactive teaching by understanding how pre-course student characteristics affect the way students learn interactively. We first discuss lecture demonstrations in the context of an interactive classroom using Peer Instruction. We study the role of predictions in conceptual learning. We examine how students' predictions affect what they report having seen during a demonstration. We also examine how student predictions affect what they recall as the outcome of the demonstration at the end of the semester. We then analyze student response patterns to conceptual questions posed during Peer Instruction. We look at the relationship between a student's tendency to switch their answer and pre-course student characteristics like science self-efficacy. Next we elucidate response timing to conceptual questions posed over the course of the semester, in two introductory physics classes taught using Peer Instruction. We look at the relationship between student response times and student characteristics like pre-course physics knowledge, science self-efficacy and gender. We study response times as a way of gaining insight into students thinking in Peer Instruction environments as well as to improve the implementation of Peer Instruction. Finally, we present work on the role of NB, an online collaborative textbook annotation tool, in a flipped, project based, physics class. We analyze the relationship between students' level of online engagement and traditional learning metrics to understand the effectiveness of NB in the context of flipped classrooms. We also report the results of experiments conducted to explore ways to steer discussion forums to produce high-quality learning interactions.
Category Learning Research in the Interactive Online Environment Second Life
NASA Technical Reports Server (NTRS)
Andrews, Jan; Livingston, Ken; Sturm, Joshua; Bliss, Daniel; Hawthorne, Daniel
2011-01-01
The interactive online environment Second Life allows users to create novel three-dimensional stimuli that can be manipulated in a meaningful yet controlled environment. These features suggest Second Life's utility as a powerful tool for investigating how people learn concepts for unfamiliar objects. The first of two studies was designed to establish that cognitive processes elicited in this virtual world are comparable to those tapped in conventional settings by attempting to replicate the established finding that category learning systematically influences perceived similarity . From the perspective of an avatar, participants navigated a course of unfamiliar three-dimensional stimuli and were trained to classify them into two labeled categories based on two visual features. Participants then gave similarity ratings for pairs of stimuli and their responses were compared to those of control participants who did not learn the categories. Results indicated significant compression, whereby objects classified together were judged to be more similar by learning than control participants, thus supporting the validity of using Second Life as a laboratory for studying human cognition. A second study used Second Life to test the novel hypothesis that effects of learning on perceived similarity do not depend on the presence of verbal labels for categories. We presented the same stimuli but participants classified them by selecting between two complex visual patterns designed to be extremely difficult to label. While learning was more challenging in this condition , those who did learn without labels showed a compression effect identical to that found in the first study using verbal labels. Together these studies establish that at least some forms of human learning in Second Life parallel learning in the actual world and thus open the door to future studies that will make greater use of the enriched variety of objects and interactions possible in simulated environments compared to traditional experimental situations.
Development of Trust in an Online Breast Cancer Forum: A Qualitative Study.
Lovatt, Melanie; Bath, Peter A; Ellis, Julie
2017-05-23
Online health forums provide peer support for a range of medical conditions including life-threatening and terminal illnesses. Trust is an important component of peer-to-peer support, although relatively little is known about how trust forms within online health forums. The aim of this paper is to examine how trust develops and influences sharing among users of an online breast cancer forum. An interpretive qualitative approach was adopted. Data were collected from forum posts from 135 threads on 9 boards on the UK charity, Breast Cancer Care (BCC). Semistructured interviews were conducted with 14 BCC forum users. Both datasets were analyzed thematically using Braun and Clarke's approach and combined to triangulate analysis. Trust operates in 3 dimensions, structural, relational, and temporal, and these intersect with each other and do not operate in isolation. The structural dimension relates to how the affordances and formal rules of the site affected trust. The relational dimension refers to how trust was necessarily experienced in interactions with other forum users: it emerged within relationships and was a social phenomenon. The temporal dimension relates to how trust changed over time and was influenced by the length of time users spent on the forum. Trust is a process that changes over time and which is influenced by structural features of the forum, as well as informal but collectively understood relational interactions among forum users. The study provides a better understanding of how the intersecting structural, relational, and temporal aspects that support the development of trust facilitate sharing in online environments. These findings will help organizations developing online health forums. ©Melanie Lovatt, Peter A Bath, Julie Ellis. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 23.05.2017.
Development of Trust in an Online Breast Cancer Forum: A Qualitative Study
Lovatt, Melanie
2017-01-01
Background Online health forums provide peer support for a range of medical conditions including life-threatening and terminal illnesses. Trust is an important component of peer-to-peer support, although relatively little is known about how trust forms within online health forums. Objective The aim of this paper is to examine how trust develops and influences sharing among users of an online breast cancer forum. Methods An interpretive qualitative approach was adopted. Data were collected from forum posts from 135 threads on 9 boards on the UK charity, Breast Cancer Care (BCC). Semistructured interviews were conducted with 14 BCC forum users. Both datasets were analyzed thematically using Braun and Clarke’s approach and combined to triangulate analysis. Results Trust operates in 3 dimensions, structural, relational, and temporal, and these intersect with each other and do not operate in isolation. The structural dimension relates to how the affordances and formal rules of the site affected trust. The relational dimension refers to how trust was necessarily experienced in interactions with other forum users: it emerged within relationships and was a social phenomenon. The temporal dimension relates to how trust changed over time and was influenced by the length of time users spent on the forum. Conclusions Trust is a process that changes over time and which is influenced by structural features of the forum, as well as informal but collectively understood relational interactions among forum users. The study provides a better understanding of how the intersecting structural, relational, and temporal aspects that support the development of trust facilitate sharing in online environments. These findings will help organizations developing online health forums. PMID:28536093
NASA Astrophysics Data System (ADS)
Verstraeten, Gert; Steegen, An; Martens, Lotte
2016-04-01
The increasing number of geospatial datasets and free online geo-ICT tools offers new opportunities for education in Earth Sciences. Geospatial technology indeed provides an environment through which interactive learning can be introduced in Earth Sciences curricula. However, the effectiveness of such e-learning approaches in terms of learning outcomes has rarely been addressed. Here, we present our experience with the implementation of digital interactive learning activities within an introductory Physical Geography course attended by 90 undergraduate students in Geography, Geology, Biology and Archaeology. Two traditional lectures were replaced by interactive sessions (each 2 h) in a flexible classroom where students had to work both in team and individually in order to explore some key concepts through the integrated use of geospatial data within Google EarthTM. A first interactive lesson dealt with the classification of river systems and aimed to examine the conditions under which rivers tend to meander or to develop a braided pattern. Students were required to collect properties of rivers (river channel pattern, channel slope, climate, discharge, lithology, vegetation, etc). All these data are available on a global scale and have been added as separate map layers in Google EarthTM. Each student collected data for at least two rivers and added this information to a Google Drive Spreadsheet accessible to the entire group. This resulted in a database of more than one hundred rivers spread over various environments worldwide. In a second phase small groups of students discussed the potential relationships between river channel pattern and its controlling factors. Afterwards, the findings of each discussion group were presented to the entire audience. The same set-up was followed in a second interactive session to explore spatial variations in ecosystem properties such as net primary production and soil carbon content. The qualitative evaluation of both interactive sessions showed that the majority of students perceive these as very useful and inspiring. Students were more capable in exploring the spatial linkages between various environmental variables and processes compared to traditional lectures. Furthermore, the format of the sessions offered a forum in which undergraduate students from a variety of disciplines discussed the learning content in mixed groups. The success of interactive learning activities, however, strongly depends on the quality of the educational infrastructure (flexible spaces, wireless connections with sufficient broadband capacity).
Fuzzy-rule-based Adaptive Resource Control for Information Sharing in P2P Networks
NASA Astrophysics Data System (ADS)
Wu, Zhengping; Wu, Hao
With more and more peer-to-peer (P2P) technologies available for online collaboration and information sharing, people can launch more and more collaborative work in online social networks with friends, colleagues, and even strangers. Without face-to-face interactions, the question of who can be trusted and then share information with becomes a big concern of a user in these online social networks. This paper introduces an adaptive control service using fuzzy logic in preference definition for P2P information sharing control, and designs a novel decision-making mechanism using formal fuzzy rules and reasoning mechanisms adjusting P2P information sharing status following individual users' preferences. Applications of this adaptive control service into different information sharing environments show that this service can provide a convenient and accurate P2P information sharing control for individual users in P2P networks.
Utah Virtual Lab: JAVA interactivity for teaching science and statistics on line.
Malloy, T E; Jensen, G C
2001-05-01
The Utah on-line Virtual Lab is a JAVA program run dynamically off a database. It is embedded in StatCenter (www.psych.utah.edu/learn/statsampler.html), an on-line collection of tools and text for teaching and learning statistics. Instructors author a statistical virtual reality that simulates theories and data in a specific research focus area by defining independent, predictor, and dependent variables and the relations among them. Students work in an on-line virtual environment to discover the principles of this simulated reality: They go to a library, read theoretical overviews and scientific puzzles, and then go to a lab, design a study, collect and analyze data, and write a report. Each student's design and data analysis decisions are computer-graded and recorded in a database; the written research report can be read by the instructor or by other students in peer groups simulating scientific conventions.
[Internet gambling: what are the risks?].
Bonnaire, C
2012-02-01
Actually, there are many different and varied new ways to take part in gambling activities such as gambling via the Internet, mobile phone and interactive television. Among these media, the rise in Internet gambling activity has been very rapid. Nevertheless, few empirical studies have been carried out on the psychosocial effects of Internet gambling. While there is no conclusive evidence that Internet gambling is more likely than other gambling media to cause problem gambling, there are a number of factors that make online activities like Internet gambling potentially seductive and/or addictive. Such factors include anonymity, convenience, escape, dissociation/immersion, accessibility, event frequency, interactivity, disinhibition, simulation, and asociability. It would also appear that virtual environments have the potential to provide short-term comfort, excitement and/or distraction. The introduction of the Internet to gambling activities changes some of the fundamental situational and structural characteristics. The major change is that gambling activities are bought into the home and workplace environment. Thus, Internet gambling can become an in-house or work activity. One of the major concerns relating to those changes and the increase in gambling opportunities is the potential rise in the number of problem and pathological gamblers. Addictions always result from an interaction and interplay between many factors but in the case of gambling, it could be argued that technology and technological advance can themselves be an important contributory factor as we saw in examining the salient factors in Internet gambling. It is difficult to determine the prevalence of online (problem or not) gamblers, as it is obviously a figure that changes and has changed relatively quickly over the past decade. Nevertheless, the rate of Internet gambling is increasing and some recent studies using self-selected samples suggest, for example, that the prevalence of problem gambling among student Internet gamblers is relatively high for students who gamble on the Internet in general. Some recent studies have focused on the type of online games. For example, one specific form of online gambling online poker, is one of the fastest growing forms of online gambling. It appears that problem online poker players are more likely to swap genders when playing online, and play more frequently for longer periods of time. Thus, problem gamblers may be losing time but winning money. This result has a big implication for problem gambling criteria. Indeed, some data suggest that online poker may be producing a new type of problem gambler where the main negative consequence is loss of time (rather than loss of money). All these findings underline the need for better Internet gambling legislation. Indeed, the potential for excessive gambling and the lack of safeguards for vulnerable populations (e.g. adolescents and problem gamblers) raise the need for developing social responsibility tools. Harm-minimisation strategies are fundamental to facilitate gambling in a responsible manner, that is, to promote gambling within a player's means so they do not spent excessive time or money gambling, which cause the individual problems. Some research, but still few, examines the efficacy of responsible gambling strategies like pop-up messages. Copyright © 2011 L’Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.
Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence
NASA Astrophysics Data System (ADS)
Cohen, Michael; Newton Fernando, Owen Noel
The domain of cscw, computer-supported collaborative work, and DSC, distributed synchronous collaboration, spans real-time interactive multiuser systems, shared information spaces, and applications for teleexistence and artificial reality, including collaborative virtual environments ( cves) (Benford et al., 2001). As presence awareness systems emerge, it is important to develop appropriate interfaces and architectures for managing multimodal multiuser systems. Especially in consideration of the persistent connectivity enabled by affordable networked communication, shared distributed environments require generalized control of media streams, techniques to control source → sink transmissions in synchronous groupware, including teleconferences and chatspaces, online role-playing games, and virtual concerts.
Virtual Labs and Virtual Worlds
NASA Astrophysics Data System (ADS)
Boehler, Ted
2006-12-01
Virtual Labs and Virtual Worlds Coastline Community College has under development several virtual lab simulations and activities that range from biology, to language labs, to virtual discussion environments. Imagine a virtual world that students enter online, by logging onto their computer from home or anywhere they have web access. Upon entering this world they select a personalized identity represented by a digitized character (avatar) that can freely move about, interact with the environment, and communicate with other characters. In these virtual worlds, buildings, gathering places, conference rooms, labs, science rooms, and a variety of other “real world” elements are evident. When characters move about and encounter other people (players) they may freely communicate. They can examine things, manipulate objects, read signs, watch video clips, hear sounds, and jump to other locations. Goals of critical thinking, social interaction, peer collaboration, group support, and enhanced learning can be achieved in surprising new ways with this innovative approach to peer-to-peer communication in a virtual discussion world. In this presentation, short demos will be given of several online learning environments including a virtual biology lab, a marine science module, a Spanish lab, and a virtual discussion world. Coastline College has been a leader in the development of distance learning and media-based education for nearly 30 years and currently offers courses through PDA, Internet, DVD, CD-ROM, TV, and Videoconferencing technologies. Its distance learning program serves over 20,000 students every year. sponsor Jerry Meisner
Creating Successful Professional Development Activities for Online Faculty: A Reorganized Framework
ERIC Educational Resources Information Center
Scarpena, Kathleen; Riley, Michele; Keathley, Michael
2018-01-01
In the online environment, faculty engagement in the form of professional development takes on a new significance. Online programs hold strategic importance and growth opportunities for institutions, and therefore universities need faculty members who are engaged and effectively teaching in the online environment (Allen & Seaman, 2013, 2016;…
Emotion Management in Online Groupwork Reported by Chinese Students
ERIC Educational Resources Information Center
Xu, Jianzhong; Du, Jianxia; Fan, Xitao
2014-01-01
Emotion and emotion regulation are increasingly viewed as critical issues in online learning environments. Online collaborative environments in particular create novel challenges for emotion regulation. Few studies, however, have focused on a range of factors that may influence students' efforts to manage their emotion in online collaborative…
Using Visualization to Motivate Student Participation in Collaborative Online Learning Environments
ERIC Educational Resources Information Center
Jin, Sung-Hee
2017-01-01
Online participation in collaborative online learning environments is instrumental in motivating students to learn and promoting their learning satisfaction, but there has been little research on the technical supports for motivating students' online participation. The purpose of this study was to develop a visualization tool to motivate learners…
Emotional Presence in Online Learning Scale: A Scale Development Study
ERIC Educational Resources Information Center
Sarsar, Firat; Kisla, Tarik
2016-01-01
Although emotions are not a new topic in learning environments, the emerging technologies have changed not only the type of learning environments but also the perspectives of emotions in learning environments. This study designed to develop a survey to assist online instructors to understand students' emotional statement in online learning…
ERIC Educational Resources Information Center
Schwier, Richard A.; Seaton, J. X.
2013-01-01
Does learner participation vary depending on the learning context? Are there characteristic features of participation evident in formal, non-formal, and informal online learning environments? Six online learning environments were chosen as epitomes of formal, non-formal, and informal learning contexts and compared. Transcripts of online…
Emerging Patterns in Transferring Assessment Practices from F2f to Online Environments
ERIC Educational Resources Information Center
Beebe, Ronald; Vonderwell, Selma; Boboc, Marius
2010-01-01
This study explores the transfer of assessment practices from f2f to online environments by college instructors, with a particular interest in the factors influencing assessment in online learning settings. Assessment is a critical aspect of the learning environment, and considerable research has suggested various methods of formative and…
Predictors for Chinese Students' Management of Study Environment in Online Groupwork
ERIC Educational Resources Information Center
Du, Jianxia
2016-01-01
Management of the study environment is crucial to the learning process, and this management in an online class setting is even more challenging. This study investigates models of environmental structuring in online groupwork in China, as reported by 307 graduate students in 80 groups. At the group level, environment management was positively…
Designing Interactive Online Nursing Courses
ERIC Educational Resources Information Center
Jain, Smita; Jain, Pawan
2015-01-01
This study empirically tests the relation between the instructional design elements and the overall meaningful interactions among online students. Eighteen online graduate nursing courses are analyzed using bivariate and multivariate analysis techniques. Findings suggest that the quantity of meaningful interaction among learners can be improved by…
Sit, Cindy H P; Lam, Jessica W K; McKenzie, Thomas L
2010-07-01
Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls. Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game. Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively. New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.
Detecting regulatory gene-environment interactions with unmeasured environmental factors.
Fusi, Nicoló; Lippert, Christoph; Borgwardt, Karsten; Lawrence, Neil D; Stegle, Oliver
2013-06-01
Genomic studies have revealed a substantial heritable component of the transcriptional state of the cell. To fully understand the genetic regulation of gene expression variability, it is important to study the effect of genotype in the context of external factors such as alternative environmental conditions. In model systems, explicit environmental perturbations have been considered for this purpose, allowing to directly test for environment-specific genetic effects. However, such experiments are limited to species that can be profiled in controlled environments, hampering their use in important systems such as human. Moreover, even in seemingly tightly regulated experimental conditions, subtle environmental perturbations cannot be ruled out, and hence unknown environmental influences are frequent. Here, we propose a model-based approach to simultaneously infer unmeasured environmental factors from gene expression profiles and use them in genetic analyses, identifying environment-specific associations between polymorphic loci and individual gene expression traits. In extensive simulation studies, we show that our method is able to accurately reconstruct environmental factors and their interactions with genotype in a variety of settings. We further illustrate the use of our model in a real-world dataset in which one environmental factor has been explicitly experimentally controlled. Our method is able to accurately reconstruct the true underlying environmental factor even if it is not given as an input, allowing to detect genuine genotype-environment interactions. In addition to the known environmental factor, we find unmeasured factors involved in novel genotype-environment interactions. Our results suggest that interactions with both known and unknown environmental factors significantly contribute to gene expression variability. and implementation: Software available at http://pmbio.github.io/envGPLVM/. Supplementary data are available at Bioinformatics online.
NASA Astrophysics Data System (ADS)
Kase, Sue E.; Vanni, Michelle; Caylor, Justine; Hoye, Jeff
2017-05-01
The Human-Assisted Machine Information Exploitation (HAMIE) investigation utilizes large-scale online data collection for developing models of information-based problem solving (IBPS) behavior in a simulated time-critical operational environment. These types of environments are characteristic of intelligence workflow processes conducted during human-geo-political unrest situations when the ability to make the best decision at the right time ensures strategic overmatch. The project takes a systems approach to Human Information Interaction (HII) by harnessing the expertise of crowds to model the interaction of the information consumer and the information required to solve a problem at different levels of system restrictiveness and decisional guidance. The design variables derived from Decision Support Systems (DSS) research represent the experimental conditions in this online single-player against-the-clock game where the player, acting in the role of an intelligence analyst, is tasked with a Commander's Critical Information Requirement (CCIR) in an information overload scenario. The player performs a sequence of three information processing tasks (annotation, relation identification, and link diagram formation) with the assistance of `HAMIE the robot' who offers varying levels of information understanding dependent on question complexity. We provide preliminary results from a pilot study conducted with Amazon Mechanical Turk (AMT) participants on the Volunteer Science scientific research platform.
Shaughnessy, Krystelle; Rocheleau, Jessica N; Kamalou, Somayyeh; Moscovitch, David A
2017-04-01
Social anxiety (SA) and online privacy concerns (OPCs) are conceptually distinct fears, but both may be activated by Internet-based social contexts. Whereas SA is focused on being the object of interpersonal evaluation, OPC is focused on preventing others from gaining unauthorized access to private personal information. No research to date has investigated how SA and OPCs may uniquely or interactively predict individual differences in online interaction anxiety or attitudes and preferences about online communication. Participants (N = 374) completed the Social Phobia Inventory and measures of OPCs, online interaction anxiety, and attitudes related to online communication. The results revealed that SA and OPCs were not correlated with one another; however, they each uniquely predicted significant variance in particular outcomes, with no interactive effects. Findings help to illuminate the ways in which online communication preferences may be differentially shaped by people's levels of SA and OPCs, respectively. Theoretical implications and applications are discussed.
ERIC Educational Resources Information Center
What Works Clearinghouse, 2014
2014-01-01
The 2013 study, "Interactive Learning Online at Public Universities: Evidence From a Six-Campus Randomized Trial," examined the impact of interactive learning online (ILO) on the pass rates of 605 students enrolled in introductory statistics courses at six public universities. ILO is a form of online course instruction in which…
The Policy Maker's Anguish: Regulating Personal Data Behavior Between Paradoxes and Dilemmas
NASA Astrophysics Data System (ADS)
Compañó, Ramón; Lusoli, Wainer
Regulators in Europe and elsewhere are paying great attention to identity, privacy and trust in online and converging environments. Appropriate regulation of identity in a ubiquitous information environment is seen as one of the major drivers of the future Internet economy. Regulation of personal identity data has come to the fore including mapping conducted on digital personhood by the OECD; work on human rights and profiling by the Council of Europe andmajor studies by the European Commission with regard to self-regulation in the privacy market, electronic identity technical interoperability and enhanced safety for young people. These domains overlap onto an increasingly complex model of regulation of individuals' identity management, online and offline. This chapter argues that policy makers struggle to deal with issues concerning electronic identity, due to the apparently irrational and unpredictable behavior of users when engaging in online interactions involving identity management. Building on empirical survey evidence from four EU countries, we examine the first aspect in detail - citizens' management of identity in a digital environment. We build on data from a large scale (n = 5,265) online survey of attitudes to electronic identity among young Europeans (France, Germany, Spain, UK) conducted in August 2008. The survey asked questions about perceptions and acceptance of risks, general motivations, attitudes and behaviors concerning electronic identity. Four behavioral paradoxes are identified in the analysis: a privacy paradox (to date well known), but also a control paradox, a responsibility paradox and an awareness paradox. The chapter then examines the paradoxes in relation of three main policy dilemmas framing the debate on digital identity. The paper concludes by arguing for an expanded identity debate spanning policy circles and the engineering community.
Guy, Richard; Byrne, Bruce; Dobos, Marian
2018-03-01
Anatomy and physiology interactive video clips were introduced into a blended learning environment, as an optional resource, and were accessed by ~50% of the cohort. Student feedback indicated that clips were engaging, assisted understanding of course content, and provided lecture support. Students could also access two other optional online resources, lecture capture recordings and an interactive atlas of anatomy, and individuals were tracked with respect to their access behavior, learning approach, and subject score. Deep learning was highest among those accessing the clips or atlas or those accessing more online resources, and thus self-regulatory skill development might be a useful approach to increase student access to optional online resources. Those who accessed clips, lecture capture recordings, or atlas achieved a significantly higher subject score than those who did not. When combinations of resources used were considered, we found an approximately linear relationship between number of resources accessed and subject score, with a 16% difference in score between those who accessed none or all of the resources. However, the low resource access rate suggests that academic advantage may not be simply due to the learning support offered by the resources. As students accessing the optional resources tended to be more self-regulated, it may be that it was the extra effort made with respect to other subject resources, rather than just the access to the online resources, that contributed to higher subject score. Further studies are required to establish the relationships between academic performance, optional online resource access, and deep learning.
Design and implementation of space physics multi-model application integration based on web
NASA Astrophysics Data System (ADS)
Jiang, Wenping; Zou, Ziming
With the development of research on space environment and space science, how to develop network online computing environment of space weather, space environment and space physics models for Chinese scientific community is becoming more and more important in recent years. Currently, There are two software modes on space physics multi-model application integrated system (SPMAIS) such as C/S and B/S. the C/S mode which is traditional and stand-alone, demands a team or workshop from many disciplines and specialties to build their own multi-model application integrated system, that requires the client must be deployed in different physical regions when user visits the integrated system. Thus, this requirement brings two shortcomings: reducing the efficiency of researchers who use the models to compute; inconvenience of accessing the data. Therefore, it is necessary to create a shared network resource access environment which could help users to visit the computing resources of space physics models through the terminal quickly for conducting space science research and forecasting spatial environment. The SPMAIS develops high-performance, first-principles in B/S mode based on computational models of the space environment and uses these models to predict "Space Weather", to understand space mission data and to further our understanding of the solar system. the main goal of space physics multi-model application integration system (SPMAIS) is to provide an easily and convenient user-driven online models operating environment. up to now, the SPMAIS have contained dozens of space environment models , including international AP8/AE8 IGRF T96 models and solar proton prediction model geomagnetic transmission model etc. which are developed by Chinese scientists. another function of SPMAIS is to integrate space observation data sets which offers input data for models online high-speed computing. In this paper, service-oriented architecture (SOA) concept that divides system into independent modules according to different business needs is applied to solve the problem of the independence of the physical space between multiple models. The classic MVC(Model View Controller) software design pattern is concerned to build the architecture of space physics multi-model application integrated system. The JSP+servlet+javabean technology is used to integrate the web application programs of space physics multi-model. It solves the problem of multi-user requesting the same job of model computing and effectively balances each server computing tasks. In addition, we also complete follow tasks: establishing standard graphical user interface based on Java Applet application program; Designing the interface between model computing and model computing results visualization; Realizing three-dimensional network visualization without plug-ins; Using Java3D technology to achieve a three-dimensional network scene interaction; Improved ability to interact with web pages and dynamic execution capabilities, including rendering three-dimensional graphics, fonts and color control. Through the design and implementation of the SPMAIS based on Web, we provide an online computing and application runtime environment of space physics multi-model. The practical application improves that researchers could be benefit from our system in space physics research and engineering applications.
ERIC Educational Resources Information Center
Barber, Wendy; Taylor, Stacey; Buchanan, Sylvia
2014-01-01
The purpose of this paper is to examine a specific online pedagogical tool, "Digital Moments" that can be an effective strategy for building online communities in a knowledge building environment. While the paper will examine the specific techniques and teaching methodologies that enabled the authors to create authentic online learning…
ERIC Educational Resources Information Center
Zhang, Ke; Peng, Shiang Wuu; Hung, Jui-long
2009-01-01
This case study investigated undergraduate students' first experience in online collaborative learning in a project-based learning (PBL) environment in Taiwan. Data were collected through interviews of 48 students, instructor's field notes, researchers' online observations, students' online discourse, and group artifacts. The findings revealed…
Understanding the Roles of Online Meetings in a Net-Based Course
ERIC Educational Resources Information Center
Berge, O.; Fjuk, A.
2006-01-01
It is argued elsewhere that online learning environments constitute new conditions for carrying out collaborative learning activities. This article explores the roles of a series of online meetings in such an environment. The online meetings are arranged as part of a net-based course on object-oriented programming, and constitute a recurring…
ERIC Educational Resources Information Center
Myers, Trina S.; Blackman, Anna; Andersen, Trevor; Hay, Rachel; Lee, Ickjai; Gray, Heather
2014-01-01
Flexible online delivery of tertiary ICT programs is experiencing rapid growth. Creating an online environment that develops team building and interpersonal skills is difficult due to factors such as student isolation and the individual-centric model of online learning that encourages discrete study rather than teamwork. Incorporating teamwork…
Teaching Music Online: Changing Pedagogical Approach When Moving to the Online Environment
ERIC Educational Resources Information Center
Johnson, Carol
2017-01-01
The development of educational technology has provided platforms for undergraduate music courses to take place in an online environment. While technology is available, this does not mean that all teaching staff are ready for the pedagogical change required to implement teaching online. A transformation of pedagogical practice (that is, to online…
Moving an In-Class Module Online: A Case Study for Chemistry
ERIC Educational Resources Information Center
Seery, Michael K.
2012-01-01
This article summarises the author's experiences in running a module "Computers for Chemistry" entirely online for the past four years. The module, previously taught in a face-to-face environment, was reconfigured for teaching in an online environment. The rationale for moving online along with the design, implementation and evaluation of the…
ERIC Educational Resources Information Center
Erdogan, Niyazi
2016-01-01
Present study reviews empirical research studies related to learning science in online learning environments as a community. Studies published between 1995 and 2015 were searched by using ERIC and EBSCOhost databases. As a result, fifteen studies were selected for review. Identified studies were analyzed with a qualitative content analysis method…
ERIC Educational Resources Information Center
Jones, Ida M.
2011-01-01
In the online environment, students and instructors are virtually, but not physically, present in the same environment. In the online environment, technology mediates learning: it mediates communications and information transfer between the student and the instructor, between the student and the content, and among the students. Critics fear that…
ERIC Educational Resources Information Center
Arslanyilmaz, Abdurrahman
2012-01-01
This study investigates the relationship of language proficiency to language production and negotiation of meaning that non-native speakers (NNSs) produced in an online task-based language learning (TBLL) environment. Fourteen NNS-NNS dyads collaboratively completed four communicative tasks, using an online TBLL environment specifically designed…
ERIC Educational Resources Information Center
Gurley, Lisa E.
2018-01-01
Teaching in blended and online learning environments requires different pedagogical approaches than teaching in face-to-face learning environments. How educators are prepared to teach potentially impacts the quality of instruction provided in blended and online learning courses. Teaching presence is essential to achieving student learning…
NASA Technical Reports Server (NTRS)
Allen, B. Danette; Alexandrov, Natalia
2016-01-01
Incremental approaches to air transportation system development inherit current architectural constraints, which, in turn, place hard bounds on system capacity, efficiency of performance, and complexity. To enable airspace operations of the future, a clean-slate (ab initio) airspace design(s) must be considered. This ab initio National Airspace System (NAS) must be capable of accommodating increased traffic density, a broader diversity of aircraft, and on-demand mobility. System and subsystem designs should scale to accommodate the inevitable demand for airspace services that include large numbers of autonomous Unmanned Aerial Vehicles and a paradigm shift in general aviation (e.g., personal air vehicles) in addition to more traditional aerial vehicles such as commercial jetliners and weather balloons. The complex and adaptive nature of ab initio designs for the future NAS requires new approaches to validation, adding a significant physical experimentation component to analytical and simulation tools. In addition to software modeling and simulation, the ability to exercise system solutions in a flight environment will be an essential aspect of validation. The NASA Langley Research Center (LaRC) Autonomy Incubator seeks to develop a flight simulation infrastructure for ab initio modeling and simulation that assumes no specific NAS architecture and models vehicle-to-vehicle behavior to examine interactions and emergent behaviors among hundreds of intelligent aerial agents exhibiting collaborative, cooperative, coordinative, selfish, and malicious behaviors. The air transportation system of the future will be a complex adaptive system (CAS) characterized by complex and sometimes unpredictable (or unpredicted) behaviors that result from temporal and spatial interactions among large numbers of participants. A CAS not only evolves with a changing environment and adapts to it, it is closely coupled to all systems that constitute the environment. Thus, the ecosystem that contains the system and other systems evolves with the CAS as well. The effects of the emerging adaptation and co-evolution are difficult to capture with only combined mathematical and computational experimentation. Therefore, an ab initio flight simulation environment must accommodate individual vehicles, groups of self-organizing vehicles, and large-scale infrastructure behavior. Inspired by Massively Multiplayer Online Role Playing Games (MMORPG) and Serious Gaming, the proposed ab initio simulation environment is similar to online gaming environments in which player participants interact with each other, affect their environment, and expect the simulation to persist and change regardless of any individual player's active participation.
A Multidimensional Analysis Tool for Visualizing Online Interactions
ERIC Educational Resources Information Center
Kim, Minjeong; Lee, Eunchul
2012-01-01
This study proposes and verifies the performance of an analysis tool for visualizing online interactions. A review of the most widely used methods for analyzing online interactions, including quantitative analysis, content analysis, and social network analysis methods, indicates these analysis methods have some limitations resulting from their…
Integrating Computer Architectures into the Design of High-Performance Controllers
NASA Technical Reports Server (NTRS)
Jacklin, Stephen A.; Leyland, Jane A.; Warmbrodt, William
1986-01-01
Modern control systems must typically perform real-time identification and control, as well as coordinate a host of other activities related to user interaction, on-line graphics, and file management. This paper discusses five global design considerations that are useful to integrate array processor, multimicroprocessor, and host computer system architecture into versatile, high-speed controllers. Such controllers are capable of very high control throughput, and can maintain constant interaction with the non-real-time or user environment. As an application example, the architecture of a high-speed, closed-loop controller used to actively control helicopter vibration will be briefly discussed. Although this system has been designed for use as the controller for real-time rotorcraft dynamics and control studies in a wind-tunnel environment, the control architecture can generally be applied to a wide range of automatic control applications.
Nagge, Jeff J; Killeen, Rosemary; Jennings, Brad
2018-02-01
To assess whether the traditional problem-based learning (PBL) process can be replicated in an online environment, and to identify any barriers and facilitators to learning using a course pilot. Eight alumni and one experienced tutor participated in a two-week simulated PBL course comprised of two three-hour synchronous online tutorials. Blackboard Collaborate ® software was used to permit audio and visual interaction. The PBL tutorials were recorded and observed by the researchers. Participants completed satisfaction surveys after the pilot, and were invited to take part in a focus group to debrief about their experience. Once the steep learning curve with the technology was overcome, the quality of the PBL process was similar in the online course as it was in the face-to-face course. Several key factors for success were identified through analysis of the videotaped sessions, and interviews with the participants in the course pilot. Conducting a course pilot study demonstrated that an online PBL course is feasible, and identified some considerations to facilitate success. Copyright © 2017 Elsevier Inc. All rights reserved.
Online bargaining and interpersonal trust.
Naquin, Charles E; Paulson, Gaylen D
2003-02-01
The presented study explores the effect of interacting over the Internet on interpersonal trust when bargaining online. Relative to face-to-face negotiations, online negotiations were characterized by (a) lower levels of pre-negotiation trust and (b) lower levels of post-negotiation trust. The reduced levels of pre-negotiation trust in online negotiations (i.e., before any interaction took place) demonstrate that negotiators bring different expectations to the electronic bargaining table than to face-to-face negotiations. These negative perceptions of trust were found to mediate another aspect of the relationship, namely, desired future interaction. Those who negotiated online reported less desire for future interactions with the other party. Online negotiators also were less satisfied with their outcome and less confident in the quality of their performance, despite the absence of observable differences in economic outcome quality.
Interaction Patterns of Nurturant Support Exchanged in Online Health Social Networking
Yang, Christopher C
2012-01-01
Background Expressing emotion in online support communities is an important aspect of enabling e-patients to connect with each other and expand their social resources. Indirectly it increases the amount of support for coping with health issues. Exploring the supportive interaction patterns in online health social networking would help us better understand how technology features impacts user behavior in this context. Objective To build on previous research that identified different types of social support in online support communities by delving into patterns of supportive behavior across multiple computer-mediated communication formats. Each format combines different architectural elements, affecting the resulting social spaces. Our research question compared communication across different formats of text-based computer-mediated communication provided on the MedHelp.org health social networking environment. Methods We identified messages with nurturant support (emotional, esteem, and network) across three different computer-mediated communication formats (forums, journals, and notes) of an online support community for alcoholism using content analysis. Our sample consisted of 493 forum messages, 423 journal messages, and 1180 notes. Results Nurturant support types occurred frequently among messages offering support (forum comments: 276/412 messages, 67.0%; journal posts: 65/88 messages, 74%; journal comments: 275/335 messages, 82.1%; and notes: 1002/1180 messages, 84.92%), but less often among messages requesting support. Of all the nurturing supports, emotional (ie, encouragement) appeared most frequently, with network and esteem support appearing in patterns of varying combinations. Members of the Alcoholism Community appeared to adapt some traditional face-to-face forms of support to their needs in becoming sober, such as provision of encouragement, understanding, and empathy to one another. Conclusions The computer-mediated communication format may have the greatest influence on the supportive interactions because of characteristics such as audience reach and access. Other factors include perception of community versus personal space or purpose of communication. These results lead to a need for further research. PMID:22555303
Interaction patterns of nurturant support exchanged in online health social networking.
Chuang, Katherine Y; Yang, Christopher C
2012-05-03
Expressing emotion in online support communities is an important aspect of enabling e-patients to connect with each other and expand their social resources. Indirectly it increases the amount of support for coping with health issues. Exploring the supportive interaction patterns in online health social networking would help us better understand how technology features impacts user behavior in this context. To build on previous research that identified different types of social support in online support communities by delving into patterns of supportive behavior across multiple computer-mediated communication formats. Each format combines different architectural elements, affecting the resulting social spaces. Our research question compared communication across different formats of text-based computer-mediated communication provided on the MedHelp.org health social networking environment. We identified messages with nurturant support (emotional, esteem, and network) across three different computer-mediated communication formats (forums, journals, and notes) of an online support community for alcoholism using content analysis. Our sample consisted of 493 forum messages, 423 journal messages, and 1180 notes. Nurturant support types occurred frequently among messages offering support (forum comments: 276/412 messages, 67.0%; journal posts: 65/88 messages, 74%; journal comments: 275/335 messages, 82.1%; and notes: 1002/1180 messages, 84.92%), but less often among messages requesting support. Of all the nurturing supports, emotional (ie, encouragement) appeared most frequently, with network and esteem support appearing in patterns of varying combinations. Members of the Alcoholism Community appeared to adapt some traditional face-to-face forms of support to their needs in becoming sober, such as provision of encouragement, understanding, and empathy to one another. The computer-mediated communication format may have the greatest influence on the supportive interactions because of characteristics such as audience reach and access. Other factors include perception of community versus personal space or purpose of communication. These results lead to a need for further research.
IAEA programs in empowering the nuclear medicine profession through online educational resources.
Pascual, Thomas Nb; Dondi, Maurizio; Paez, Diana; Kashyap, Ravi; Nunez-Miller, Rodolfo
2013-05-01
The International Atomic Energy Agency's (IAEA) programme in human health aims to enhance the capabilities in Member States to address needs related to the prevention, diagnosis, and treatment of diseases through the application of nuclear techniques. It has the specific mission of fostering the application of nuclear medicine techniques as part of the clinical management of certain types of diseases. Attuned to the continuous evolution of this specialty as well as to the advancement and diversity of methods in delivering capacity building efforts in this digital age, the section of nuclear medicine of the IAEA has enhanced its program by incorporating online educational resources for nuclear medicine professionals into its repertoire of projects to further its commitment in addressing the needs of its Member States in the field of nuclear medicine. Through online educational resources such as the Human Health Campus website, e-learning modules, and scheduled interactive webinars, a validation of the commitment by the IAEA in addressing the needs of its Member States in the field of nuclear medicine is strengthened while utilizing the advanced internet and communications technology which is progressively becoming available worldwide. The Human Health Campus (www.humanhealth.iaea.org) is the online educational resources initiative of the Division of Human Health of the IAEA geared toward enhancing professional knowledge of health professionals in radiation medicine (nuclear medicine and diagnostic imaging, radiation oncology, and medical radiation physics), and nutrition. E-learning modules provide an interactive learning environment to its users while providing immediate feedback for each task accomplished. Webinars, unlike webcasts, offer the opportunity of enhanced interaction with the learners facilitated through slide shows where the presenter guides and engages the audience using video and live streaming. This paper explores the IAEA's available online educational resources programs geared toward the enhancement of the nuclear medicine profession as delivered by the section of nuclear medicine of the IAEA. Copyright © 2013 Elsevier Inc. All rights reserved.
Elison-Bowers, P.; Snelson, Chareen; Casa de Calvo, Mario; Thompson, Heather
2008-01-01
This study compared the responses of on-site, remote-site, and traditional classroom students on measures of student/teacher interaction, course structure, physical learning environment, and overall course enjoyment/satisfaction. The sample population consisted of students taking undergraduate courses in medical terminology at two western colleges. The survey instrument was derived from Thomerson's questionnaire, which included closed- and open-ended questions assessing perceptions of students toward their courses. Controlling for grade expectations, results revealed no significant differences among the on-site, remote-site, and traditional classroom students in any of the four cluster domains. However, a nonsignificant (and continuing) trend suggested that students preferred the traditional classroom environment. When results were controlled for age, significant differences emerged between traditional and nontraditional students on measures of student/teacher interaction, physical learning environment, and overall enjoyment/satisfaction, as nontraditional students exhibited higher scores. Students' responses to open-ended questions indicated they enjoyed the convenience of online instruction, but reported finding frustration with technology itself. PMID:18311326
ERIC Educational Resources Information Center
Du, Jianxia; Wang, Chuang; Zhou, Mingming; Xu, Jianzhong; Fan, Xitao; Lei, Saosan
2018-01-01
The present investigation examines the multidimensional relationships among several critical components in online collaborative learning, including group trust, communication media, and interactivity. Four hundred eleven university students from 103 groups in the United States responded survey items on online collaboration, interactivity,…
Warning: This keyboard will deconstruct--the role of the keyboard in skilled typewriting.
Crump, Matthew J C; Logan, Gordon D
2010-06-01
Skilled actions are commonly assumed to be controlled by precise internal schemas or cognitive maps. We challenge these ideas in the context of skilled typing, where prominent theories assume that typing is controlled by a well-learned cognitive map that plans finger movements without feedback. In two experiments, we demonstrate that online physical interaction with the keyboard critically mediates typing skill. Typists performed single-word and paragraph typing tasks on a regular keyboard, a laser-projection keyboard, and two deconstructed keyboards, made by removing successive layers of a regular keyboard. Averaged over the laser and deconstructed keyboards, response times for the first keystroke increased by 37%, the interval between keystrokes increased by 120%, and error rate increased by 177%, relative to those of the regular keyboard. A schema view predicts no influence of external motor feedback, because actions could be planned internally with high precision. We argue that the expert knowledge mediating action control emerges during online interaction with the physical environment.
ADAMS: AIRLAB data management system user's guide
NASA Technical Reports Server (NTRS)
Conrad, C. L.; Ingogly, W. F.; Lauterbach, L. A.
1986-01-01
The AIRLAB Data Management System (ADAMS) is an online environment that supports research at NASA's AIRLAB. ADAMS provides an easy to use interactive interface that eases the task of documenting and managing information about experiments and improves communication among project members. Data managed by ADAMS includes information about experiments, data sets produced, software and hardware available in AIRLAB as well as that used in a particular experiment, and an on-line engineer's notebook. The User's Guide provides an overview of the ADAMS system as well as details of the operations available within ADAMS. A tutorial section takes the user step-by-step through a typical ADAMS session. ADAMS runs under the VAX/VMS operating system and uses the ORACLE database management system and DEC/FMS (the Forms Management System). ADAMS can be run from any VAX connected via DECnet to the ORACLE host VAX. The ADAMS system is designed for simplicity, so interactions within the underlying data management system and communications network are hidden from the user.
The influence of action on episodic memory: a virtual reality study.
Plancher, Gaën; Barra, Julien; Orriols, Eric; Piolino, Pascale
2013-01-01
A range of empirical findings suggest that active learning is important for memory. However, few studies have focused on the mechanisms underlying this enactment effect in episodic memory using complex environments. Research using virtual reality has yielded inconsistent results. We postulated that the effect of action depends on the degree of interaction with the environment and freedom in the planning of an itinerary. To test these hypotheses, we disentangled the interaction and planning components of action to investigate whether each enhances factual and spatial memory. Seventy-two participants (36 male and 36 female) explored a virtual town in one of three experimental conditions: (a) a passive condition where participants were immersed as passenger of the car (no interaction, no planning); (b) a planning-only condition (the subject chose the itinerary but did not drive the car); (c) an interaction-only condition (the subject drove the car but the itinerary was fixed). We found that itinerary choice and motor control both enhanced spatial memory, while factual memory was impaired by online motor control. The role of action in memory is discussed.
ERIC Educational Resources Information Center
Er, Erkan; Kopcha, Theodore J.; Orey, Michael
2015-01-01
Today's generation often seeks help from each other in online environments; however, only a few investigated the role of Internet technologies and the nature of online help-seeking behavior in collaborative learning environments. This paper presents an educational design research project that examines college students' online help-seeking…
Engagement with Online Self-Tests as a Predictor of Student Success
ERIC Educational Resources Information Center
Thomas, Judith A.; Wadsworth, Dan; Jin, Ying; Clarke, Jim; Page, Rachel; Thunders, Michelle
2017-01-01
Online self-testing as part of the online learning environment (OLE) provides practice questions on key concepts with immediate feedback--in a "no-risk" environment. OLE activity was analysed for 471 on-site and distance students enrolled in health science courses to determine total activity on the OLE and usage of online self-tests. The…
ERIC Educational Resources Information Center
Hopson, Anna C.
2014-01-01
In U.S. history, racism has existed in traditional brick-and-mortar academic institutions for hundreds of years. With the increase of online learning--a strategic and effective form of education for many academic institutions of higher education--the question being asked is, Does racism exist in the online classroom learning environment? This…
ERIC Educational Resources Information Center
Caruthers, Loyce; Friend, Jennifer
2014-01-01
Faculty members in teacher and administrator preparation programs have unprecedented opportunities to incorporate advanced technologies, including the expansion of online classes and the use of online discussion forums. Within online environments, the concepts of critical pedagogy are more connected to the landscape of digital information,…
ERIC Educational Resources Information Center
Chung, Liang-Yi
2015-01-01
Massive Open Online Courses (MOOCs) are expanding the scope of online distance learning in the creation of a cross-country global learning environment. For learners worldwide, MOOCs offer a wealth of online learning resources. However, such a diversified environment makes the learning process complicated and challenging. To achieve their…
The ALICE data quality monitoring system
NASA Astrophysics Data System (ADS)
von Haller, B.; Telesca, A.; Chapeland, S.; Carena, F.; Carena, W.; Chibante Barroso, V.; Costa, F.; Denes, E.; Divià, R.; Fuchs, U.; Simonetti, G.; Soós, C.; Vande Vyvre, P.; ALICE Collaboration
2011-12-01
ALICE (A Large Ion Collider Experiment) is the heavy-ion detector designed to study the physics of strongly interacting matter and the quark-gluon plasma at the CERN Large Hadron Collider (LHC). The online Data Quality Monitoring (DQM) is a key element of the Data Acquisition's software chain. It provide shifters with precise and complete information to quickly identify and overcome problems, and as a consequence to ensure acquisition of high quality data. DQM typically involves the online gathering, the analysis by user-defined algorithms and the visualization of monitored data. This paper describes the final design of ALICE'S DQM framework called AMORE (Automatic MOnitoRing Environment), as well as its latest and coming features like the integration with the offline analysis and reconstruction framework, a better use of multi-core processors by a parallelization effort, and its interface with the eLogBook. The concurrent collection and analysis of data in an online environment requires the framework to be highly efficient, robust and scalable. We will describe what has been implemented to achieve these goals and the procedures we follow to ensure appropriate robustness and performance. We finally review the wide range of usages people make of this framework, from the basic monitoring of a single sub-detector to the most complex ones within the High Level Trigger farm or using the Prompt Reconstruction and we describe the various ways of accessing the monitoring results. We conclude with our experience, before and after the LHC startup, when monitoring the data quality in a challenging environment.
Microfluidic platform for optimization of crystallization conditions
NASA Astrophysics Data System (ADS)
Zhang, Shuheng; Gerard, Charline J. J.; Ikni, Aziza; Ferry, Gilles; Vuillard, Laurent M.; Boutin, Jean A.; Ferte, Nathalie; Grossier, Romain; Candoni, Nadine; Veesler, Stéphane
2017-08-01
We describe a universal, high-throughput droplet-based microfluidic platform for crystallization. It is suitable for a multitude of applications, due to its flexibility, ease of use, compatibility with all solvents and low cost. The platform offers four modular functions: droplet formation, on-line characterization, incubation and observation. We use it to generate droplet arrays with a concentration gradient in continuous long tubing, without using surfactant. We control droplet properties (size, frequency and spacing) in long tubing by using hydrodynamic empirical relations. We measure droplet chemical composition using both an off-line and a real-time on-line method. Applying this platform to a complicated chemical environment, membrane proteins, we successfully handle crystallization, suggesting that the platform is likely to perform well in other circumstances. We validate the platform for fine-gradient screening and optimization of crystallization conditions. Additional on-line detection methods may well be integrated into this platform in the future, for instance, an on-line diffraction technique. We believe this method could find applications in fields such as fluid interaction engineering, live cell study and enzyme kinetics.
From Presentation to Interaction: New Goals for Online Learning Technologies
ERIC Educational Resources Information Center
Tu, Chih-Hsiung
2005-01-01
Educators have used online technology in the past as information presentation tools and information storage tools to support learning. Researchers identify online technologies with large capacities and capabilities to enhance human learning in an interactive fashion. Online learning technology should move away from the use of computer technology…
Course Design and Technology for Synchronous Interaction in an Online Course
ERIC Educational Resources Information Center
Kreie, Jennifer; Johnson, Sandra; Lebsock, Michelle
2017-01-01
Online course offerings in higher education continue to grow because of the strong demand. Though many online courses are based on an asynchronous model, there are courses that require real-time interaction between students themselves and between students and the instructor, which means synchronous interaction is necessary. The technology exists…
Sense of Community in Graduate Online Education: Contribution of Learner to Learner Interaction
ERIC Educational Resources Information Center
Shackelford, Jo L.; Maxwell, Marge
2012-01-01
Distance learning technologies offer a multitude of ways to build interaction into online courses to support learning. Based on social constructivism theory, this study explored which types of interaction are most predictive of students' sense of community in online graduate courses at a regional comprehensive university. Surveys were used to…
ERIC Educational Resources Information Center
Kuo, Yu-Chun; Belland, Brian R.
2016-01-01
The study was an investigation of online adult learners' perceptions of interaction, satisfaction, and performance within an online course using the Blackboard platform. Interaction included learners' interaction with the instructor, content, and the classmates. The effect of student background variables and course-related variables on interaction…
NASA Astrophysics Data System (ADS)
Robinson, D. Q.; Kozusko, F.; Maggi, B. H.
2003-12-01
Hampton University (HU), a historically black university, is currently offering an innovative online course, Earth System Science Online, for teachers, future teachers, non-science undergraduate majors, and mature non-traditional students continuing their education. Supported by NASA and offered by the Interdisciplinary Science Center at HU, this course targets students interested in an asynchronous web-based learning environment. Often these students are working adults, such as those in the HU religious studies program, or undergraduate athletes who need the flexibility of taking their courses online in the evenings. Participants of this course earn three hours of science credit either graduate or undergraduate through their online explorations of the geosphere, hydrosphere, and atmosphere. The incorporation of specific problem-based case studies, allows students to investigate weather phenomena, deforestation, and the various instruments and satellite data systems that are used to collect and analyze this data. This web-based course utilizes the unique capabilities of the web allowing students to work at a self-regulated pace and at times most convenient to their schedules. The course delivers all lectures, text readings, and course assignments online. Assignments are given on a weekly basis, and participants are expected to conduct independent research that will enrich their online experience. The nature of the web allows the students to easily integrate text and graphics into their assignments and have access to their classmate's work. Participants meet online weekly and interact as a team.
NASA Astrophysics Data System (ADS)
McGhee, Rosie M. Hector
This research is a correlational study of the relationship among the independent variables: asynchronous interaction, online technologies self-efficacy, and self-regulated learning, and the dependent variable; academic achievement. This study involves an online computer literacy course at a local community college. Very little research exists on the relationship among asynchronous interaction, online technologies self-efficacy and self-regulated learning on predicting academic achievement in an online class. Liu (2008), in his study on student interaction in online courses, concluded that student interaction is a complex issue that needs more research to increase our understanding as it relates to distance education. The purpose of this study was to examine the relationships between asynchronous interaction, online technologies self-efficacy, self-regulated learning and academic achievement in an online computer literacy class at a community college. The researcher used quantitative methods to obtain and analyze data on the relationships among the variables during the summer 2010 semester. Forty-five community college students completed three web-based self-reporting instruments: (a) the GVU 10th WWW User Survey Questionnaire, (b) the Online Technologies Self-Efficacy Survey, and (c) selected items from the Motivated Strategies for Learning Questionnaire. Additional data was obtained from asynchronous discussions posted on Blackboard(TM) Learning Management System. The results of this study found that there were statistically significant relationships between asynchronous interaction and academic achievement (r = .55, p < .05) and between online technologies self-efficacy and academic achievement (r = .50, p < .05). However, there were low correlations between self-regulated learning and academic achievement ( r = -.02, p < .05). The results of this study reflect the constructivist tenants that the student is at the center of the learning experience. Driscoll (2005) said constructivist pedagogy sees the learner as an active participant in their learning experience rather than a passive vessel to be filled with information. This study is beneficial to theorists, administrators, leaders, online instructors, online course designers, faculty, students and others who are concerned about predictors for online students' success. Also, it serves as a foundation for future research and provides valuable information for educators interested in taking online teaching and learning to the next level.
Rasch Measurement of Collaborative Problem Solving in an Online Environment.
Harding, Susan-Marie E; Griffin, Patrick E
2016-01-01
This paper describes an approach to the assessment of human to human collaborative problem solving using a set of online interactive tasks completed by student dyads. Within the dyad, roles were nominated as either A or B and students selected their own roles. The question as to whether role selection affected individual student performance measures is addressed. Process stream data was captured from 3402 students in six countries who explored the problem space by clicking, dragging the mouse, moving the cursor and collaborating with their partner through a chat box window. Process stream data were explored to identify behavioural indicators that represented elements of a conceptual framework. These indicative behaviours were coded into a series of dichotomous items. These items represented actions and chats performed by students. The frequency of occurrence was used as a proxy measure of item difficulty. Then given a measure of item difficulty, student ability could be estimated using the difficulty estimates of the range of items demonstrated by the student. The Rasch simple logistic model was used to review the indicators to identify those that were consistent with the assumptions of the model and were invariant across national samples, language, curriculum and age of the student. The data were analysed using a one and two dimension, one parameter model. Rasch separation reliability, fit to the model, distribution of students and items on the underpinning construct, estimates for each country and the effect of role differences are reported. This study provides evidence that collaborative problem solving can be assessed in an online environment involving human to human interaction using behavioural indicators shown to have a consistent relationship between the estimate of student ability, and the probability of demonstrating the behaviour.
Online versus conventional shopping: consumers' risk perception and regulatory focus.
van Noort, Guda; Kerkhof, Peter; Fennis, Bob M
2007-10-01
In two experiments, the impact of shopping context on consumers' risk perceptions and regulatory focus was examined. We predicted that individuals perceive an online (vs. conventional) shopping environment as more risky and that an online shopping environment, by its risky nature, primes a prevention focus. The findings in Study 1 demonstrate these effects by using self-report measures for risk perception and prevention focus. In Study 2, we replicated these findings and demonstrated that the effect of an online shopping environment carries over to behavior in a domain unrelated to shopping.
ERIC Educational Resources Information Center
Moskowitz, Steven Charles
2013-01-01
Online education has grown dramatically over the past decade in both higher education and the K-12 environment in the United States. As this growth continues, the need for qualified online instructors has increased. Several questions arise about what educators are best suited to teach in this environment. What are the skills, qualities, and…
Serious Game-Based and Nongame-Based Online Courses: Learning Experiences and Outcomes
ERIC Educational Resources Information Center
Hess, Taryn; Gunter, Glenda
2013-01-01
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…
Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir
2013-01-01
Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the “EyeCane” electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments. PMID:23977316
ERIC Educational Resources Information Center
What Works Clearinghouse, 2015
2015-01-01
In the 2014 study, "Interactive Online Learning on Campus: Testing MOOCs and Other Platforms in Hybrid Formats in the University System of Maryland," researchers examined the impact of using hybrid forms of interactive online learning in seven undergraduate courses across seven universities in Maryland. Hybrid forms of interactive online…
The Transportable Applications Environment - An interactive design-to-production development system
NASA Technical Reports Server (NTRS)
Perkins, Dorothy C.; Howell, David R.; Szczur, Martha R.
1988-01-01
An account is given of the design philosophy and architecture of the Transportable Applications Environment (TAE), an executive program binding a system of applications programs into a single, easily operable whole. TAE simplifies the job of a system developer by furnishing a stable framework for system-building; it also integrates system activities, and cooperates with the host operating system in order to perform such functions as task-scheduling and I/O. The initial TAE human/computer interface supported command and menu interfaces, data displays, parameter-prompting, error-reporting, and online help. Recent extensions support graphics workstations with a window-based, modeless user interface.
Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula
2013-01-01
Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.
Learning Tasks, Peer Interaction, and Cognition Process: An Online Collaborative Design Model
ERIC Educational Resources Information Center
Du, Jianxia; Durrington, Vance A.
2013-01-01
This paper illustrates a model for Online Group Collaborative Learning. The authors based the foundation of the Online Collaborative Design Model upon Piaget's concepts of assimilation and accommodation, and Vygotsky's theory of social interaction. The four components of online collaborative learning include: individual processes, the task(s)…
ERIC Educational Resources Information Center
Diep, Nguyet A.; Cocquyt, Celine; Zhu, Chang; Vanwing, Tom
2017-01-01
The present study employs social cognitive theory (SCT) and social capital as the guiding frameworks to explain online interaction quality among learners in a blended learning program (N = 179). Capturing performance expectancy by perceived learning benefits and online interaction quality with nuanced cognitive measures, the study aims to validate…
ERIC Educational Resources Information Center
Kurubacak, Gulsun
2006-01-01
The main purpose of this qualitative research is to find out online workers' intentions toward Interactive Communication Networks (ICNs) that they redesign and revolutionize their new roles in these new interactive milieus carefully. In this study, the online workers' intentions are indications of their readiness and immediate antecedent of…
ERIC Educational Resources Information Center
Chaves, Christopher A.
2009-01-01
The purpose of this article is to provide researchers and, in particular, practitioner-scholars of e-learning curricular designs and instructors with one conceptual model that supports more involvement and interaction within on-line courses. The "On-line Curriculum Interaction Model" posited by the author is informed by the foundational…
NASA Astrophysics Data System (ADS)
Callis-Duehl, Kristine; Idsardi, Robert; Humphrey, Eve A.; Gougis, Rebekka Darner
2018-02-01
We explored the scientific argumentation that occurs among university biology students during an argumentation task implemented in two environments: face-to-face in a classroom and online in an asynchronous discussion. We observed 10 student groups, each composed of three students. Our analysis focused on how students respond to their peers' unscientific arguments, which we define as assertions, hypotheses, propositions, or explanations that are inaccurate or incomplete from a scientific perspective. Unscientific arguments provide opportunities for productive dissent, scientific argumentation, and conceptual development of scientifically desirable conceptions. We found that students did not respond to the majority of unscientific arguments in both environments. Challenges to unscientific arguments were expressed as a question or through explanation, although the latter was more common online than face-to-face. Students demonstrated significantly more epistemic distancing in the face-to-face environment than the online environment. We discuss the differences in discourse observed in both environments and teaching implications. We also provide direction for future research seeking to address the challenges of engaging students in productive scientific argumentation in both face-to-face and online environments.
Online boosting for vehicle detection.
Chang, Wen-Chung; Cho, Chih-Wei
2010-06-01
This paper presents a real-time vision-based vehicle detection system employing an online boosting algorithm. It is an online AdaBoost approach for a cascade of strong classifiers instead of a single strong classifier. Most existing cascades of classifiers must be trained offline and cannot effectively be updated when online tuning is required. The idea is to develop a cascade of strong classifiers for vehicle detection that is capable of being online trained in response to changing traffic environments. To make the online algorithm tractable, the proposed system must efficiently tune parameters based on incoming images and up-to-date performance of each weak classifier. The proposed online boosting method can improve system adaptability and accuracy to deal with novel types of vehicles and unfamiliar environments, whereas existing offline methods rely much more on extensive training processes to reach comparable results and cannot further be updated online. Our approach has been successfully validated in real traffic environments by performing experiments with an onboard charge-coupled-device camera in a roadway vehicle.
Comparing online and offline self-disclosure: a systematic review.
Nguyen, Melanie; Bin, Yu Sun; Campbell, Andrew
2012-02-01
Disclosure of personal information is believed to be more frequent in online compared to offline communication. However, this assumption is both theoretically and empirically contested. This systematic review examined existing research comparing online and offline self-disclosure to ascertain the evidence for current theories of online communication. Studies that compared online and offline disclosures in dyadic interactions were included for review. Contrary to expectations, disclosure was not consistently found to be greater in online contexts. Factors such as the relationship between the communicators, the specific mode of communication, and the context of the interaction appear to moderate the degree of disclosure. In relation to the theories of online communication, there is support for each theory. It is argued that the overlapping predictions of each theory and the current state of empirical research highlights a need for an overarching theory of communication that can account for disclosure in both online and offline interactions.
Social Features of Online Networks: The Strength of Intermediary Ties in Online Social Media
Grabowicz, Przemyslaw A.; Ramasco, José J.; Moro, Esteban; Pujol, Josep M.; Eguiluz, Victor M.
2012-01-01
An increasing fraction of today's social interactions occur using online social media as communication channels. Recent worldwide events, such as social movements in Spain or revolts in the Middle East, highlight their capacity to boost people's coordination. Online networks display in general a rich internal structure where users can choose among different types and intensity of interactions. Despite this, there are still open questions regarding the social value of online interactions. For example, the existence of users with millions of online friends sheds doubts on the relevance of these relations. In this work, we focus on Twitter, one of the most popular online social networks, and find that the network formed by the basic type of connections is organized in groups. The activity of the users conforms to the landscape determined by such groups. Furthermore, Twitter's distinction between different types of interactions allows us to establish a parallelism between online and offline social networks: personal interactions are more likely to occur on internal links to the groups (the weakness of strong ties); events transmitting new information go preferentially through links connecting different groups (the strength of weak ties) or even more through links connecting to users belonging to several groups that act as brokers (the strength of intermediary ties). PMID:22247773
Google Sky as an Interactive Content Delivery System
NASA Astrophysics Data System (ADS)
Parrish, Michael
2009-05-01
In support of the International Year of Astronomy New Media Task Group's mission to create online astronomy content, several existing technologies are being leveraged. With this undertaking in mind, Google Sky provides an immersive contextual environment for both exploration and content presentation. As such, it affords opportunities for new methods of interactive media delivery. Traditional astronomy news sources and blogs are able to literally set a story at the location of their topic. Furthermore, audio based material can be complimented by a series of locations in the form of a guided tour. In order to provide automated generation and management of this content, an open source software suite has been developed.
ERIC Educational Resources Information Center
Daley, Samantha G.; Hillaire, Garron; Sutherland, LeeAnn M.
2016-01-01
Technology makes possible abundant new opportunities to capture and display data in online learning environments. We describe here an example of using these opportunities to improve students' use of the rich supports available in online learning environments. We describe an example of a blended learning experience that uses an online inquiry-based…
Scaffolding scientific discussion using socially relevant representations in networked multimedia
NASA Astrophysics Data System (ADS)
Hoadley, Christopher M.
1999-11-01
How do students make use of social cues when learning on the computer? This work examines how students in a middle-school science course learned through on-line peer discussion. Cognitive accounts of collaboration stress interacting with ideas, while socially situated accounts stress the interpersonal context. The design of electronic environments allows investigation into the interrelation of cognitive and social dimensions. I use on-line peer discussion to investigate how socially relevant representations in interfaces can aid learning. First, I identify some of the variables that affect individual participation in on-line discussion, including interface features. Individual participation is predicted by student attitudes towards learning from peers. Second, I describe the range of group outcomes for these on-line discussions. There is a large effect of discussion group on learning outcomes which is not reducible to group composition or gross measures of group process. Third, I characterize how students (individually) construct understanding from these group discussions. Learning in the on-line discussions is shown to be a result of sustained interaction over time, not merely encountering or expressing ideas. Experimental manipulations in the types of social cues available to students suggest that many students do use socially relevant representations to support their understanding of multiple viewpoints and science reasoning. Personalizing scientific disputes can afford reflection on the nature of scientific discovery and advance. While there are many individual differences in how social representations are used by students in learning, overall learning benefits for certain social representations can be shown. This work has profound implications for design of collaborative instructional methods, equitable access to science learning, design of instructional technology, and understanding of learning and cognition in social settings.
Reynolds, Julia; Vassallo, Sara
2015-01-01
Background Online, peer-to-peer support groups for depression are common on the World Wide Web and there is some evidence of their effectiveness. However, little is known about the mechanisms by which Internet support groups (ISGs) might work. Objective This study aimed to investigate consumer perceptions of the benefits and disadvantages of online peer-to-peer support by undertaking a content analysis of the spontaneous posts on BlueBoard, a well-established, moderated, online depression bulletin board. Methods The research set comprised all posts on the board (n=3645) for each of 3 months selected at 4 monthly intervals over 2011. The data were analyzed using content analysis and multiple coders. Results A total of 586 relevant posts were identified, 453 (77.3%) reporting advantages and 133 (22.7%) reporting disadvantages. Positive personal change (335/453, 74.0%) and valued social interactions and support (296/453, 65.3%) emerged as perceived advantages. Other identified benefits were valued opportunities to disclose/express feelings or views (29/453, 6.4%) and advantages of the BlueBoard environment (45/453, 9.9%). Disadvantages were negative personal change (50/133, 37.6%), perceived disadvantages of board rules/moderation (42/133, 31.6%), unhelpful social interactions/contact with other members (40/133, 30.1%), and technical obstacles to using the board (14/133, 10.5%). Conclusions Consumers value the opportunity to participate in an online mutual support group for mental health concerns. Further research is required to better understand how and if these perceived advantages translate into positive outcomes for consumers, and whether the perceived disadvantages of such boards can be addressed without compromising the safety and positive outcomes of the board. PMID:26543919