TITLE

EXPLORATORY LEARNING USING SOCIAL SOFTWARE

AUTHOR(S)
Deliyannis, Ioannis
PUB. DATE
January 2007
SOURCE
Proceedings of the IADIS International Conference on Cognition &;2007, p423
SOURCE TYPE
Conference Proceeding
DOC. TYPE
Article
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.
ACCESSION #
77650855

 

Related Articles

  • The missing factor. Dunn, Patrick // e.learning age;Apr2007, p22 

    The article focuses on creativity in designing electronic-learning (e-learning). The reasons behind the uneasy relationship of e-leaning designers with creativity are cited. It says that learning designers should generate appropriate, new ideas in understanding the problems they are trying to...

  • E-Learning's Gender Factor. Davis, Michelle R. // Digital Directions;Fall2009, p18 

    The article offers information on online environments that use different teaching methods based on the gender of their students. Jamey T. Fitzpatrick of Michigan Virtual University, notes the objective of the Mathematics of Baseball Course, offered by his online school. Brad Rathgeber of the...

  • Rethinking Technology & Creativity in the 21st Century: Crayons are the Future. Mishra, Punya // TechTrends: Linking Research & Practice to Improve Learning;Sep2012, Vol. 56 Issue 5, p13 

    The article identifies some concerns or misunderstandings about the relationship between creativity and technology in the educational context. It describes a few myths about technology and creativity, including the claim that technology tools should drive how people should conceptualize teaching...

  • Introduction to part III. Glass, Robert L. // Software Creativity 2.0;2006, p387 

    An introduction to the third part of the book "Software Creativity," by Robert L. Glass is presented which discusses the role of creativity in other fields.

  • Introduction to Part IV. Glass, Robert L. // Software Creativity 2.0;2006, p421 

    An introduction to the fourth part of the book "Software Creativity," by Robert L. Glass is presented.

  • Kids Explore, Express and Exchange on the Internet. Berger, Pam // Information Searcher;2004, Vol. 15 Issue 2, p1 

    Presents information about the Web site MaMaMedia.com that is dedicated to children between the age 5 and 12. Icons with small caption explaining what they contain; Tools for kids to create their own stories, plays, artwork, inventions and characters; Contention that kids are motivated by...

  • LEARNING THROUGH INTERACTION AND CREATIVITY IN ONLINE LABORATORIES. Auer, Michael E. // ICICTE Proceedings;Jul2015, pxi 

    The article discusses the changes in the educational systems, and the methods and processes in teaching with the learning through creativity. Topics discussed include future of learning will require the conceptualization and implementation of a new learning model by leadership and team building,...

  • Renaissance to Offer Mobile Option.  // Electronic Education Report;4/18/2011, Vol. 18 Issue 8, p5 

    The article reports that software provider Renaissance Learning Inc. is developing a software application that provides students with classroom technology on mobile and handheld devices through its Accelerated Reader quizzes.

  • Recommending Collaboratively Generated Knowledge. Weiqin Chen; Persen, Richard // Computer Science & Information Systems;Jun2012, Vol. 9 Issue 2, p871 

    The article presents a study on the effectiveness of a recommender system for emerging learning objects obtained in knowledge building processes. It states that the adoption of technologies in education has enabled learners to become active producer of knowledge. It discusses how the study was...

Share

Read the Article

Courtesy of THE LIBRARY OF VIRGINIA

Sorry, but this item is not currently available from your library.

Try another library?
Sign out of this library

Other Topics