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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Produção coletiva do conhecimento na Web 2.0 : descrição e análise das plataformas Zoho, Google e Sloodle e seus potenciais pedagógicos

Alves, Alessandra Conceição Monteiro 16 March 2012 (has links)
Use of Digital Technologies in Education presents itself as an indispensable condition nowadays. Because through these one can obtain a dynamic, collective and participatory learning. This work provides a scientific research that aims to investigate the potential of computing platforms such as Web 2.0 for a collaborative learning environment and thus present them as a locus of collective construction of knowledge. For this purpose, we analyze the platforms Family Zoho, Google and Platform Family Sloodle. This research was conducted qualitatively. The analysis of these environments is meant to characterize the value that the platforms attach to individual and collective learning and show how these environments can be used as complementary tools in the development of educational work. Thus, it is a description of each platform analyzed in order to present their technologic resources and how these may be of use in Education in order to provide help in the collaborative learning processes and collective construction of knowledge. / O uso das Tecnologias Digitais na Educação se apresenta como condição indispensável na era atual, já que por meio destas pode-se obter um aprendizado dinâmico, coletivo e participativo. O presente trabalho objetivou investigar as plataformas virtuais da Web 2.0 com vistas a promover a aprendizagem colaborativa e apresentá-las como lócus de construção coletiva do conhecimento. A metodologia da pesquisa é de natureza qualitativa visando descrever e apresentar uma análise das plataformas da Família Zoho, Família Google e Sloodle, a fim de evidenciar o potencial pedagógico das mesmas e referenciá-las como componente de mediação entre teoria e prática para a Educação. Os resultados apontam que as plataformas da Web 2.0 predispõem uma abordagem multidisciplinar, envolvendo várias áreas da Educação e permitindo aos usuários destes ambientes o desenvolvimento cognitivo, pensamento crítico, dinamismo e autonomia, por se tratar de instrumentos inovadores que possibilitam a reformulação da proposta educativa e os conceitos de ensino-aprendizagem. Este estudo mostra ainda que questões relativas às implicações pedagógicas da utilização das plataformas como ferramenta de apoio educacional fica em aberto, podendo ser alvo de futuras investigações que tentem comprovar a eficácia destas novas práticas para o ensino aprendizagem.
22

O uso de ambiente virtual de ensino aprendizagem na mediação das práticas pedagógicas inclusivas: contribuições para a disciplina Língua Brasileira de Sinais - Libras

Arruda, Débora Teixeira 15 May 2015 (has links)
Submitted by Lúcia Brandão (lucia.elaine@live.com) on 2015-12-07T19:19:09Z No. of bitstreams: 1 Dissertação - Débora Teixeira Aruda.pdf: 3090515 bytes, checksum: 364c9c4c6e03fca453fabe64428ac4e1 (MD5) / Made available in DSpace on 2015-12-07T19:19:09Z (GMT). No. of bitstreams: 1 Dissertação - Débora Teixeira Aruda.pdf: 3090515 bytes, checksum: 364c9c4c6e03fca453fabe64428ac4e1 (MD5) Previous issue date: 2015-05-15 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The purpose of this research is to understand the challenge of teaching by means of technological mediation, a form of gestural communication with very different characteristics of written and spoken language, which the students never had contact. Thus, this research is guided in the following question: is technology the best strategy to make more accessible to scholars? Therefore, this research begins with the observation and analysis of the contents taught in the classroom discipline LIBRAS and follow with further observation on the didactic transposition of such content to the virtual environment of teaching and learning (Avea). The paper is organized into three chapters: the first, sign language, a field of struggles, discussions and tensions, followed a path mapping pursued by sign language worldwide and in Brazil. The second, Collaborative Learning Network, addresses the collective intelligence technology and the changes in building networked knowledge. In the last chapter, LIBRAS beyond UFAM walls: new tracks to traced, we glimpse and escape route where we could contribute to the practical part of the course with the development of a video material. The research took place in the presence room and at the same time in the virtual classroom discipline LIBRAS, the Faculty of the Federal University of Amazonas - environment in which occurs the monitoring and use of technological mediation tools, then the Moodle system. This is covered under the agency of actors to build networked knowledge. For a better understanding of reality, we work with cartography as a method of intervention research, making it clear that this method is not tied to the traditional view chasing rules stipulated in advance, but as you progress through research tracks will indicate the way to go. Based on the results found we believe practical part of the education is not possible without the mediation of language technology which is the main strategy to make knowledge accessible to scholars. The emergency of new tracks still emerging from this production, indicating new ways to go. / O propósito da investigação foi compreender o desafio de ensinar, por mediação tecnológica, uma modalidade de comunicação gestual, de características muito diferenciadas da linguagem escrita/falada, com a qual os discentes nunca tiveram contato. Assim, o estudo se norteia na seguinte questão: a tecnologia é a melhor estratégia para tornar o conhecimento da LIBRAS mais acessível aos acadêmicos? Para tanto, esta pesquisa inicia com a observação e análise dos conteúdos ministrados na disciplina presencial de LIBRAS B, e segue com posterior observação sobre a transposição didática desses conteúdos para o ambiente virtual de ensino e aprendizagem (AVEA). O trabalho está organizado em três capítulos: o primeiro, A língua de sinais: campo de lutas, discussões e tensões, realizando um mapeamento do percurso trilhado pela língua de sinais no mundo e no Brasil. O segundo, Aprendizagem Colaborativa em Rede, aborda a tecnologia da inteligência coletiva e as transformações na construção do conhecimento em rede. No último capítulo, LIBRAS para além dos muros da UFAM: novas trilhas a serem traçadas. Identificamos uma rota de fuga onde foi possível contribuirmos com a parte prática da disciplina, elaborando uma proposta de material em vídeo. A pesquisa aconteceu na sala presencial e, paralelamente, na sala virtual da disciplina de LIBRAS B, do curso de Pedagogia da Universidade Federal do Amazonas – UFAM, ambiente onde ocorreu o acompanhamento e a utilização das ferramentas de mediações tecnológicas, nesse caso, o sistema Moodle. Este assunto é abordado da perspectiva da inteligência coletiva, que busca, no agenciamento dos atores, a construção do conhecimento em rede. Para uma melhor compreensão da realidade, trabalhamos com a metodologia da cartografia, deixando claro que esta não está atrelada à visão tradicional que persegue regras estipuladas antecipadamente, mas, na medida em que se avança com a pesquisa, as pistas vão indicando o caminho a ser trilhado. Diante dos resultados encontrados, constatou-se o potencial que a mediação das tecnologias podem acrescer ao ensino da parte prática da LIBRAS. O surgimento de novas pistas continuará emergindo dessa produção, indicando novos caminhos a serem trilhados.
23

Do You See What I See? Perception and Navigation in Online Deliberation

Towne, W. Ben 01 April 2017 (has links)
Some of the most pressing challenges facing humanity today, such as how to respond to climate change or govern the internet, are too complex for any individual or small group to completely understand by themselves, but a lot of people each know a piece of the problem or solution. This is somewhat like a billion-piece jigsaw puzzle where somebody threw away the box and mailed each piece to a different person. Attempts are now being made to build platforms where people can bring their pieces and assemble them into solutions. This thesis examines such platforms, how people use and perceive them and their content, and how certain design decisions such as the exposure of discussion behind collaboratively produced content can affect those perceptions. Through a set of studies ranging from qualitative interviews to controlled experiments with hundreds or thousands of participants, this thesis adds to our understanding of how humans use and perceive content on such platforms, including when primary content is presented alongside related content or discussion, so that we can better understand how to design these systems to better achieve their users’ intended goals. The research integrates insights from computer science and social psychology with latent variable modeling techniques in order to increase our understanding of what people are trying to accomplish on an example platform designed to support large-scale collaboration around a complex issue, and experimentally explores how people perceive the content they find on such sites. Data and projects used in this thesis come from a diversity of sources including Wikipedia, the President’s SAVE award ideation contest (facilitated through the IdeaScale ideation platform), and the MIT Climate CoLab.
24

Utváření kolektivní inteligence v kyberprostoru na příkladu počítačových her / Shaping of Collective Intelligence in Cyberspace on the Example of Computer Games

Chaloupková, Šárka January 2017 (has links)
The aim of the tehesis is to describe the formation of collective intelligence in cyberspace and focus on its use on the example of computer games. The idea is based on the works of Pierre Lévy, who believes that in the digital revolution is the value of the picture one of the most important. In this process plays an equally important role to increase the value of ideas, narratives, social communities and the development of new media tools and technologies. Along with that, in addition to the internal space of videogames (story progression, social interaction, building of the gaming space, gaming subculture, roleplay), shapes even the space beyond the game itself (transmedia storytelling, produsage - fan sites, content sharing, discussion forums). Thesis will be listed by concepts of collective intelligence, the progress of social memory, cyberspace and will be also inspired by other authors who works with collective intelligence, like Henry Jenkins, James Surowiecki or Derrick de Kerckhove. It should also provide an opposite view of the problem based on the work of opponents, which is eg. Cory Doctorow. Strategies and the use of the collective intelligence will be described by using the example of the specific games.
25

''This is the way'' : En kritisk diskursanalys om deltagande fans i en populärkulturell subreddit / ''This is the way'' : A critical discourse analysis of participating fans in a pop cultural subreddit.

Newton, Yosef January 2021 (has links)
Star Wars has since its initial release in 1977, become a pop cultural phenomenon. In the beginning of the franchise, it only consisted of films. Now, almost 40 years later the franchise has become a multimedia experience with many produced spin-offs over the years, such as The Mandalorian (2019). On social media platforms such as Reddit, fans of the universe can discuss intertextual references from the series together with other fans. This study aims to examine how these fans present their opinions regarding the intertextual references and the transmedia extension that is The Mandalorian (2019). Furthermore, it discusses how collective intelligence is built and how this injects meaning to a fan of the franchise. This study mainly consists of a theoretical frameworks popularized by Henry Jenkins, such as transmedia storytelling and participatory culture. Theories on identity, intertextuality and collective intelligence are also used. Critical discourse analysis is the main method of the study, more specifically, Anabela Carvalho’s CDA model for media texts. The results show that Reddit enables participation on different levels, with different types of content. It enables fans to create more value within transmedia fandoms by building on the collective intelligence in the community. The study also shows that fans of transmedia universes, are competent participants who value intertextuality and are like-minded.
26

Evaluating the Future of Web-Based Design Education

Kutchin, Kayla Elizabeth 08 August 2019 (has links)
No description available.
27

Data-driven and Knowledge-Based Strategies for Realizing Crowd Wisdom on Social Media

Bhatt, Shreyansh January 2019 (has links)
No description available.
28

IMPROVING MARKETING FORECASTING THROUGH COLLECTIVE MARKET INTELLIGENCE

Lang, Mark Frederick January 2012 (has links)
New product development and management are critical to the long-term success of the firm. New product development is also an area where the firm needs to improve performance. Two important new product decisions are selecting new concepts and estimating their future market potential and demand. Forecasting is a critical activity in supporting these two decisions. Unfortunately, forecasting is an activity where firms often struggle to be proficient. Recent advances in forecasting methods offer opportunities for improvement. One of the techniques is prediction markets, an emerging methodology that taps collective intelligence. Despite widely reported application and promise of prediction markets, they have yet to be adopted in marketing practice or examined in marketing academia. This dissertation addresses two research questions: do prediction markets produce better marketing forecasts than methods traditionally employed by firms, and if they do, how do they do it? To answer these research questions, two field studies are completed. The first is an empirical test of prediction markets compared to traditional forecasting methods implemented within a Fortune 100 firm. The second, based on a post survey, is an analysis of how market knowledge factors in combination with prediction markets design factors produce superior results. Study I finds that prediction markets do provide superior results in 67% of the forecasts and reduce error levels and ranges. Study II finds that out of several design factors, prediction market forecast accuracy is driven most by new information acquisition and knowledge heterogeneity. These findings contribute to MSI 2012-2014 Research Priorities and calls in the marketing literature to develop, better, real-time, intelligent decision support tools to help solve problems of the big data era and support improved demand forecasting. / Business Administration/Marketing
29

Den nya musikbranschen på AllEars.se : Det demokratiska mötet mellan skivbolag och artister på Internet

Backemar, Viktor January 2008 (has links)
<p>Abstract</p><p>Title: The New Type of Music Industry at AllEars.se (Den nya musikbranschen på AllEars.se)</p><p>Number of pages: 49 (53 including enclosures)</p><p>Author: Viktor Backemar</p><p>Tutor: Else Nygren</p><p>Course: Media och Communication Studies C</p><p>Period: Fall 2007</p><p>University: Division of Media and Communication, Department of Information Science, Uppsala University.</p><p>Purpose: The purpose of this paper is to compare AllEars´ own view of the website AllEars.se to an observed view of the same site. The comparison is based on theories regarding the Internet in today’s society, convergence, communities and collective intelligence, interactivity and participation, and business in today’s society.</p><p>Method: Since the paper has a purpose to compare two views of the same website there are two main methods in use. AllEars´ own view has been created via an interview with the company’s CEO, a press release that was released in connection with the launch of the website and texts found on the website. The other view is based on an observation of the website, preformed in November 2007.</p><p>Main results: The views are different from each other seeing that AllEars´ own view is more positive than the observed view. The biggest and most crucial difference between the two views where found in the relationship between the producers and the users, in terms of who has got the actual power on the website. The users aren’t the ones who has got the actual power, instead the producers has the power and controls the activity on the website with predesigned rules and limitations. However there are some similarities between the two views: The website has a strong connection to the offline world, a good possibility for the users to interact with each other, and the fact that AllEars.se represents something new in the music industry.</p><p>Keywords: AllEars.se, music industry, Internet, convergence, communities, collective intelligence, interactivity, participation, SonyBMG, TV4.</p>
30

Analyzing Cyber-Enabled Social Movement Organizations: A Case Study with Crowd-Powered Search

Zhang, Qingpeng January 2012 (has links)
The advances in social media and social computing technologies have dramatically changed the way through which people interact, organize, and collaborate. The use of social media also makes the large-scale data revealing human behavior accessible to researchers and practitioners. The analysis and modeling of social networks formed from relatively stable online communities have been extensively studied. The research on the structural and dynamical patterns of large-scale crowds motivated by accomplishing common goals, named the cyber movement organizations (CMO) or cyber-enabled social movement organizations (CeSMO), however, is still limited to anecdotal case studies. This research is one of the first steps towards the understanding of the CMO/CeSMO based on real data collected from online social media.The focus of my research is on the study of an important type of CMO/CeSMO, the crowd-powered search behavior (also known as human flesh search, HFS), in which a large number of Web users voluntarily gathered together to find out the truth of an event or the information of a person that could not be identified by one single person or simple online searches. In this research, I have collected a comprehensive data-set of HFS. I first introduce the phenomenon of HFS and reviewed the study of online social groups/communities. Then, I present the empirical studies of both individual HFS episodes and aggregated HFS communities, and unveiled their unique topological properties. Based on the empirical findings, I propose two models to simulate evolution and topology of individual HFS networks. I conclude the dissertation with discussions of future research of CMO/CeSMO.

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