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1.
This study proposes an engagement model that supports acceptance and use of course-based online social networks for engaging student, hence improving the instructor's credibility. This research demonstrates that instructors who create course-based online social networks can increase student engagement in these online social networks and improve the instructor's credibility. This increase in engagement is seen when the instructor posts private information related to the course and when the instructor makes humorous posts. However, it is not seen when the instructor posts private information unrelated to the course. These results should be useful for instructors who are trying to improve student engagement and to enhance their own credibility. This research utilizes communication privacy management theory and instructional humor processing theory to expand our understanding of how instructor self-disclosure and use of humor via a course-based social network impacts student outcomes. The research also contributes to the theory by providing an engagement model that is unique to online educational settings.  相似文献   

2.
Networked interactivity is one of the essential factors that differentiate recent online educational games from traditional stand-alone CD-based games. Despite the growing popularity of online educational games, empirical studies about the effects of networked interactivity are relatively rare. The current study tests the effects of networked interactivity on game users' learning outcomes by comparing three groups (online educational quiz game vs. off-line educational quiz game vs. traditional classroom lecture). In addition, the study examines the mediating role of social presence in the context of educational games. Results indicate that networked interactivity in the online educational quiz game condition enhances game users' positive evaluation of learning, test performance, and feelings of social presence. However, there was no significant difference between the off-line educational quiz game and the lecture-based conditions in terms of learning outcomes. Further analyses indicate that feelings of social presence mediate the effect of networked interactivity on various learning outcomes. Theoretical and practical implications are discussed.  相似文献   

3.
This article examines the role of social relations and networks in open innovation settings. Building on extant open innovation literature as well as on social capital theory, we develop a model that conceptualizes social capital as a mediator between the implementation of open innovation instruments and firm performance. In doing so, this paper adds to the understanding of the role of structure and content of social relations in open innovation contexts as well as of sustainable side‐effects of open innovation. In particular, we argue that apart from a direct effect of open innovation instruments on firm performance, there is also a mediated relationship between these variables. More precisely, we propose that the implementation of open innovation instruments strengthens an organization's social capital, which is, in turn, positively related to firm performance.  相似文献   

4.
This paper outlines the use of modular robotics to encourage and facilitate nonverbal communication during therapeutic intervention in dementia care. A set of new socially interactive modular robotic devices called rolling pins (RPs) has been designed and developed to assist the therapist in interacting with dementia-affected patients. The RPs are semitransparent plastic tubes that are capable of measuring their orientation and the speed of their rotation; at a local level, they have three types of feedback: red, green, and blue light, sound, and vibration. The peculiarity of the RPs is that they are able to communicate with each other or with other devices equipped with the same radio communication technology. The RPs are usually used in pairs, as the local feedback of an RP can be set depending not only on its own speed and orientation but also on the speed and the orientation of the peer RP. The system is not used as a therapeutic tool per se but as a facilitator and a mediator of social dynamics during normal therapy to counteract social isolation that can result in dementia through the loss of social skills. An experiment is reported that shows that by using the RPs, the patients participated in the activity by coordinating their behavior with the therapist and imitating the same interaction patterns generated by the therapist.   相似文献   

5.
By performing tasks traditionally fulfilled by service personnel and having a humanlike appearance, virtual customer service agents bring classical service elements to the web, which may positively influence customer satisfaction through eliciting social responses and feelings of personalization. This paper sheds light on these dynamics by proposing and testing a model drawing upon the theories of implicit personality, social response, emotional contagion, and social interaction. The model proposes friendliness, expertise, and smile as determinants of social presence, personalization, and online service encounter satisfaction. An empirical study confirms the cross‐channel applicability of friendliness and expertise as determinants of social presence and personalization. Overall, the study underlines that integration between technology and personal aspects may lead to more social online service encounters.  相似文献   

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7.
The success of collaboration between firms and scientific partners is still debated. Although a firm's social context seems to be crucial to explain the success or failure of such collaboration in terms of innovation performance, a deep analysis of the context role is still lacking. Therefore, the aim of this paper is to analyse whether a firm's internal climate as well as the quality of the relationships with scientific partners can mediate the relationship between collaboration and innovation performance. Results, based on survey research developed in Finland, Italy and Sweden, suggest that collaborations with scientific partners achieve good results in terms of innovation performance, through an explanation path which involves a firm's social context.  相似文献   

8.
At the beginning of 2020, the COVID-19came out. Affected by the outbreaks, the universities have to carry out online teaching. Online learning provides students with full freedom and personalized learning space, but at the same time, it also brings problems such as weak feelings between teachers and students and lack of learning experience. To solve these problems, this paper adopts the methods of questionnaire survey, experimental control and behavioral modeling. This paper studies how teachers' emotional support behavior affects students' learning process and learning emotion in online learning environment, and proposes that teachers' emotional support behavior is appealed and desired by students. Positive teachers' emotional support behavior can promote students' learning process and improve students' learning emotion.  相似文献   

9.
In the world of OTIS, an online Internet School for occupational therapists, students from four European countries were encouraged to work collaboratively through problem-based learning by interacting with each other in a virtual semi-immersive environment. This paper describes, often in their own words, the experience of European occupational therapy students working together across national and cultural boundaries. Collaboration and teamwork were facilitated exclusively through an online environment, since the students never met each other physically during the OTIS pilot course. The aim of the paper is to explore the observations that (1) there was little interaction between students from different tutorial groups and (2) virtual teamwork developed in each of the cross-cultural tutorial groups. Synchronous data from the students was captured during tutorial sessions and peer-booked meetings and analyzed using the qualitative constructs of immersion, presence and reflection in learning. The findings indicate that immersion was experienced only to a certain extent. However, students found both presence and shared presence, within their tutorial groups, to help collaboration and teamwork. Other evidence suggests that communities of interest were established. Further study is proposed to support group work in an online learning environment. It is possible to conclude that collaborative systems can be designed, which encourage students to build trust and teamwork in a cross cultural online learning environment.This revised version was published online in March 2005 with corrections to the cover dateFunded by the European Union through the TENTelecom programme.  相似文献   

10.
11.
Despite an exponentially increasing number of registered users, social virtual worlds have the problem of a high user attrition rate. It is thus meaningful to explore which factors influence users' continued use of social virtual worlds. The current study attempts to find these factors in unique characteristics (e.g., 3‐dimentional environment, avatar interaction, and user empowerment) in the world, which can be sources for retaining users. Specifically, the study employs the sense of presence and perceived autonomy. 194 users of Second Life, which is the largest social virtual world, participated in the survey. The findings support the argument that the sense of presence and autonomy are influential in users' continued use of social virtual worlds.  相似文献   

12.
This study aimed to compare the efficacy of face-to-face and online education seminars in the professional training of psychology majors and in promoting the development of social capital. Forty-four university students, balanced by gender, age, and academic achievement were divided in two groups, online and face to face, taught by the same teacher. Individual learning scales were administered and students were tested on group processes tasks to measure professional skills acquisition. A follow-up interview 9 months after the end of the seminar was undertaken to assess whether social bonds, formed during the seminars, had lasted over time. An analysis of variance and Mann-Whitney test were used to analyze the data. Results show that students of both groups increased their academic knowledge and social capital, but Computer Supported Collaborative Learning students acquired more group observation skills.  相似文献   

13.
In this paper we see tailoring as indirectlong-term collaboration between developers and users:initiated by developers when they build softwaresystems, and responded to by end users when they latertailor the systems. We have identified two features weconsider important when supporting this kind ofcollaboration: multiple representations andapplication units. Their main benefit is that they canenhance communication between developers and users,hence making it easier for users to do the tailoring.We present two tailorable systems we have built totest these ideas. One of the systems (ECHOES) is acollaborative system based on multiplerepresentations, and the other system (BasicDraw) isan individual productivity tool based on multiplerepresentations and application units. We discusslessons learned from the two projects and suggestdirections for future work, including identifying somechallenges that need to be overcome in order to bringend-user tailoring out of the prototyping laboratoryand into user organizations.  相似文献   

14.
This paper describes the evaluation of a natural language dialog-based navigation system (HappyAssistant) that helps users access e-commerce sites to find relevant information about products and services. The prototype system leverages technologies in natural language processing and human-computer interaction to create a faster and more intuitive way of interacting with websites, especially for less experienced users. The result of a comparative study shows that users prefer the natural language-enabled navigation two to one over the menu driven navigation. In addition, the study confirmed the efficiency of using natural language dialog in terms of the number of clicks and the amount of time required to obtain the relevant information. In the case study, as compared to the menu driven system, the average number of clicks used in the natural language system was reduced by 63.2% and the average time was reduced by 33.3%.  相似文献   

15.
Community computing has recently grown to become a major research area in human–computer interaction. One of the objectives of community computing is to support computer supported cooperative work among distributed collaborators working toward shared professional goals in online communities of practice. A core issue in designing and developing community computing infrastructures – the underlying socio-technical layer that supports communitarian activities – is sustainability. Many community computing initiatives fail because the underlying infrastructure does not meet end user requirements; the community is unable to maintain a critical mass of users consistently over time; it generates insufficient social capital to support significant contributions by members of the community; or, as typically happens with funded initiatives, financial and human capital resource become unavailable to further maintain the infrastructure. Based on more than nine years of design experience with Tapped In – an online community of practice for education professionals – we present a case study that discusses four design interventions that have sustained the Tapped In infrastructure and its community to date. These interventions represent broader design strategies for developing online environments for professional communities of practice.  相似文献   

16.
The advent of information and communication technology has made people practice prosocial behavior in social networking services (SNSs) more easily. For this reason, the aim of the study was to identify the social and individual factors that induce prosociality in SNS. The concept of isomorphism for categorizing the characteristics of each social networks was adopted. The study also considered the concept of social presence for representing each individual. The experiment manipulated types of isomorphism (Mimetic, Normative, and Coercive) and degrees of social presence in an experimental SNS context. The study also measured individuals’ intention and activity of prosocial behavior. The experiment results indicate that mimetic and normative isomorphic conditions induce higher levels of prosocial intention and activity than coercive isomorphic condition. Also, a higher degree of social presence induces a higher level of prosocial intention. More interesting, the impact of mimetic condition is stronger when the social presence is higher.  相似文献   

17.
Online social networks (OSNs) make information accessible for unlimited periods and provide easy access to past information by arranging information in time lines or by providing sophisticated search mechanisms. Despite increased concerns over the privacy threat that is posed by digital memory, there is little knowledge about retrospective privacy: the extent to which the age of the exposed information affects sharing preferences. In this article, we investigate how information aging impacts users’ sharing preferences on Facebook. Our findings are based on a between-subjects experiment (n = 272), in which we measured the impact of time since first publishing an OSN post on its sharing preferences. Our results quantify how willingness to share is lower for older Facebook posts and show that older posts have lower relevancy to the user’s social network and are less representative of the user’s identity. We show that changes in the user’s social circles, the occurrence of significant life changes and a user’s young age are correlated with a further decrease in the willingness to keep sharing past information. We discuss our findings by juxtaposing digital memory theories and privacy theories and suggest a vision for mechanisms that can help users manage longitudinal privacy.  相似文献   

18.
This article argues that we need to consider the complementary and competing relationships among the multiple types of sponsors of digital literacies. As we explore not just what people are reading and writing online, but also what sponsors fuel their motivations for doing so, we will have a better understanding of the constraints that accompany specific digital literacy opportunities, as well as what motivates individuals or groups to change their online reading and writing given these constraints.In this article, I discuss the relationships among the three commercial sponsors and one religious sponsor of the “My Online Friends” (MOF) discussion board, a group composed of approximately 120 women who are all members of the LDS, or Mormon, church. On the MOF discussion board, intersections among sponsors affect the women's establishment of group and individual identities and their use of relational literacy. In response to commercial sponsors’ coding and rules of use, which constrained the MOF women's religious and individual identity construction, the MOF women acted to change the commercial sponsorship of their spaces, yet they also adopted subject positions initially provided by commercial sponsors.  相似文献   

19.
This study investigates how individual creativity is related to the quality of team decision processes and team climate, and the mediating role of team decision processes between individual creativity and team climate. A multi‐level theoretical model was proposed and partial least squares structural equation modelling (PLS‐SEM) was conducted on a sample of 139 software development projects. The results suggest that: (i) individual creativity improves the quality of team decision processes, (ii) team decision processes are positively associated with four dimensions of team climate (organizational support, innovation orientation, goal orientation and informal structure), and (iii) team decision processes partially mediate between individual creativity and team climate. In particular, the obtained results stress the role of individual creativity in the formation and evolution of a positive climate by means of team decision processes. The study implies that managers should recognize the value of creative individuals as the basic source of competitive advantage and success. It further discusses the managerial implications of the findings as well as limitations and constructive new directions for future studies to improve software development team performance.  相似文献   

20.
Human’s decision making is not necessarily always planned; their unplanned behaviour—determined by natural personality traits—also contributes to the decision making process. In this study, we investigate factors related to planned and unplanned behaviour to understand why people share political content in online social media. Based on an online survey of 257 social media users, our results demonstrate that the factors representing both planned (i.e., perceived social recognition and altruistic motivation) and unplanned behaviour (i.e., extroversion and impulsiveness) affect people’s political content sharing behaviour. Our study understands that sharing political content is not like sharing other forms of content such as tourist attractions—the former can provoke serious punishment in some countries. Accordingly, trait impulsiveness is negatively associated with political content sharing behaviour. We also found that collective opinion moderates people’s planned behaviour, but not their unplanned behaviour. In other words, personality traits are unaffected by others’ opinions, but traits that humans can control can be shaped by others’.  相似文献   

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