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1 – 7 of 7Georgios Pallaris, Panayiotis Zaphiris and Antigoni Parmaxi
The purpose of this study is to chart the development of Makerspaces in higher education (MIHE), by building a map of existing research work in the field. Based on a corpus of 183…
Abstract
Purpose
The purpose of this study is to chart the development of Makerspaces in higher education (MIHE), by building a map of existing research work in the field. Based on a corpus of 183 manuscripts, published between January 2014 and April 2021, it sets out to describe the range of topics covered under the umbrella of MIHE and provide a holistic view of the field.
Design/methodology/approach
The approach adopted in this research includes development of the 2014–2021 MIHE corpus; literature overview and initial coding scheme development; refinement of the initial coding scheme with the help of a focus group and construction of the MIHE map version 1.0; refinement of the MIHE map version 1.0 following a systematic approach of content analysis and development of the MIHE map version 2.0; evaluation of the proposed structure and inclusiveness of all categories in the MIHE map version 2.0 using card-sorting technique; and, finally, development of the MIHE map version 3.0.
Findings
The research trends in the categories of the MIHE map are discussed, as well as possible future directions in the field.
Originality/value
This paper provides a holistic view of the field of MIHE guiding both junior MIHE researchers to place themselves in the field, and policymakers and decision-makers who attempt to evaluate the current and future scholar activity in the field. Finally, it caters for more experienced researchers to focus on certain underinvestigated domains.
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Panayiotis Zaphiris and Penelope Constantinou
This paper aims to demonstrate how participatory design methodologies can be used for the design of interactive learning tools for children.
Abstract
Purpose
This paper aims to demonstrate how participatory design methodologies can be used for the design of interactive learning tools for children.
Design/methodology/approach
This paper presents the methodology employed for the design of a multimedia tool for teaching Greek to young children aged 6 to 12. The preliminary data collection included interviews, questionnaires and observations, whereas the actual design of the tool was carried out using a Participatory Design methodology which advocates a design approach that focuses on the intended user of the service or product, emphasising the active involvement of users throughout the design process.
Findings
The paper provides detailed information from each of the data collection techniques used. It also highlights the successes and difficulties in implementing participatory design in an e‐learning context.
Originality/value
Although participatory design has been used in the design of other systems, it is rarely used as the design framework of learning applications. So the paper expands one's knowledge of implementing participatory design methodologies in learning.
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Panayiotis Zaphiris, Andri Loannou, Fernando Loizides and Christina Vasiliou
This paper aims to report work regarding the design, development and evaluation of a surface computing application to support collaborative decision making. The domain-independent…
Abstract
Purpose
This paper aims to report work regarding the design, development and evaluation of a surface computing application to support collaborative decision making. The domain-independent application, the so-called Ideas Mapping, builds on the principle of affinity diagramming to allow participants to analyze a problem and brainstorm around possible solutions, while they actively construct a consensus artifact – a taxonomy of their ideas.
Design/methodology/approach
Ideas Mapping was designed using a user-centred approach. During idea generation, Ideas Mapping replicates physical post-it notes on a multi-touch tabletop. Additional functionality supports student collaboration and interaction around the organization of ideas into thematic categories associated with the problem at hand. The tool was evaluated in two studies using quantitative and qualitative data.
Findings
The paper reports on the functionality and user experience while interacting with the application. The paper also reports initial findings regarding the affordances of surface computing for collaborative decision making.
Originality/value
The studies reported give insides regarding the affordances of multi-touch tabletops to support collaborative decision making. Information regarding the user experience in using such applications is reported.
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Antigoni Parmaxi, Panayiotis Zaphiris, Salomi Papadima-Sophocleous and Andri Ioannou
The purpose of this study is to chart the development in computer-assisted language learning (CALL), by building a map of existing research work in the field. Based on a corpus of…
Abstract
Purpose
The purpose of this study is to chart the development in computer-assisted language learning (CALL), by building a map of existing research work in the field. Based on a corpus of 163 manuscripts, published between January 2009 and September 2010 in four major journals devoted to CALL, it sets out to describe the range of topics covered under the umbrella of CALL and provide a holistic view of the field.
Design/methodology/approach
The approach adopted in this research includes: development of the 2009-2010 CALL corpus; literature overview and initial coding scheme development; refinement of the initial coding scheme with the help of a focus group and construction of the CALL map version 1.0; refinement of the CALL map version 1.0 following a systematic approach of content analysis and development of the CALL map version 2.0; evaluation of the proposed structure and inclusiveness of all categories in the CALL map version 2.0 using card sorting technique; and finally development of the CALL map version 3.0.
Findings
The research trends in the categories of the CALL map are discussed, as well as possible future directions in the field.
Originality/value
This paper provides a holistic view of the field of CALL guiding both junior CALL researchers to place themselves in the field, and policy and decision makers who attempt to evaluate the current and future scholar activity in the field. Finally, it caters for more experienced researchers to focus on certain underinvestigated domains.
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Chee Siang Ang and Panayiotis Zaphiris
Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit…
Abstract
Purpose
Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look beyond individual play and is now focusing on social play. By conducting a 30 day virtual participant observation in an MMOG, namely World of Warcraft (WoW) this paper aims to identify and provide a theoretical explanation of the process of learning that takes place in such an open‐ended virtual world.
Design/methodology/approach
Through the lens of activity theory, the paper focuses its analysis on the tool, the goal, the activity of game playing and contradictions.
Findings
It was found that social learning could occur through intrinsic and extrinsic play. Intrinsic play is play oriented toward goal completion while extrinsic play is directed toward reflection and expansion of intrinsic play. WoW is designed with tools that facilitate these types of play, and therefore learning that emerges from them. Furthermore, learning involves not only the process of acquiring knowledge and skills to accomplish certain goals, but also the process of defining the goal, thus shaping the learning process.
Originality/value
The results could be used to inform game design either for social play or for social learning.
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In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game…
Abstract
In this chapter, I utilize insights from symbolic interaction to analyze the identity work processes of larp subculture participants to construct and perform their in-game identities. I extend the research on larp subcultures in two ways. First, I place larping within the larger context of leisure subcultures and society by arguing that larping is representative of changes in leisure and subcultures in postmodern society. Second, I draw upon ethnographic data collected among the New England Role-playing Organization (NERO) to analyze larpers character identity performances. RPG and Larp researchers have developed several theories about the relationship between larp participants and their character performances. While these concepts provide a helpful framework for understanding the participant-character relationship, they undertheorize the in-game constructed performance of identity. Using symbolic interaction theory, I analyze the identity work processes larpers use to construct and perform their larp identities extending our understanding of the similarities between everyday identity and larpers' character identity performances.
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