Exploratory learning using social software
2007, Cognition and Exploratory Learning in the Digital Age ( …
Abstract
Since the introduction of information and communication technologies, many consider the rise of social software a cultural phenomenon. This paper focuses on exploratory learning, from the student perspective. University level Audiovisual Arts students are presented with basic programming knowledge in the classroom and subsequently asked to develop a customised interactive multimedia game, acquiring knowledge and resources from Internet sources. Observation of this process has revealed a plethora of interesting points, including a wide variety of approaches used in task-completion, collaboration techniques and learning difficulties. Ultimately, oral presentation and written examination were used to reveal the depth and breadth of knowledge gained, for both knowledge covered by the courses syllabus, and experience gained through the research process. As social software technologies provide true and direct communication, interaction and research capabilities, the examination of creativity aspects in one of the most demanding application areas, may aid the identification of working and learning patterns which subsequently can be employed for the development of adaptive and user-customisable e-Education pedagogies and systems.
References (17)
- Arno Scharl, K. T. E. (2007). The Geospatial Web, How Geobrowsers, Social Software and the Web 2.0 are Shaping the Network Society. London: Springer.
- Barab, S. A. (2003). An Introduction to the Special Issue: Designing for Virtual Communities in the service of Learning. The Information Society Journal, 19, 197-201.
- Bruce Girard, S. Ó. S. (2003). Communicating in the Information Society. Geneva.
- Dillenbourg, P. (2000). Virtual Learning Environments. Paper presented at the Learning in the new Millenium: Building new education strategies for schools.
- Dominic E. Madell, S. J. M. (2007). Control over Social Interactions: An Important Reason for Young People's Use of the Internet and Mobile Phones for Communication? CyberPsychology & Behavior, 10(1), 137-140.
- Farkas, M. G. (2007). Social Software in Libraries: Building Collaboration, Communication, and Community Online: Information Today, Inc.
- Gary, M. (2003). Using HCI to leverage communication technology. interactions, 10(2), 48-55.
- Ioannis Deliyannis. (2002). Interactive Multimedia Systems for Science and Rheology. Ph.D Thesis, University of Wales, Swansea.
- Ioannis Deliyannis, M. F. W. (2002, 1-6 Nov 2002). WWW Delivery of Graph-Based, Multi-Level Multimedia Systems: Interaction over Scientific, Industrial and Educational Data. Paper presented at the IADIS Int. Conf. WWW/Internet 2002, Lisbon Portugal.
- Jerry Lee, S. (1989). Information Society: Economic, Social, and Structural Issues: Lawrence Erlbaum Associates, Inc.
- Joseph, S., & Robert, L. (1997). Communications Media in the Information Society: Course Technology Press.
- Kanayama, T. (2003). Leaving It Up to the Industry: People With Disabilities and the Telecommunications Act of 1996. The Information Society Journal, 19, 185-194.
- Meyrowitz, J. (1985). No sense of place -The impact of electronic media on social behavior. New York: Oxford University Press.
- Schmitt, B. (1997). Shockwave Studio: Designing Multimedia for the Web: O'Reilly and Associates, Inc.
- Stanley, L. D. (2003). Beyond Access: Psychosocial Barriers to Computer Literacy. The Information Society Journal, 19, 407-416.
- Wilkinson, K. T. (2004). Language Difference and communication Policy in the Information Age. The Information Society Journal, 20, 217-229.
- William, H. D., Brian D. Loader. (2002). New Media in Higher Education and Learning. London: Routledge.