• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 173
  • 31
  • 25
  • 16
  • 15
  • 9
  • 7
  • 6
  • 5
  • 5
  • 3
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 362
  • 362
  • 362
  • 110
  • 69
  • 68
  • 56
  • 51
  • 47
  • 45
  • 45
  • 35
  • 33
  • 31
  • 31
  • 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.
91

An Exploratory Case Study of the Participation and Interaction Among Elementary School English Language Learners and Native Speakers in Online Discussions

Ma, Mei Lan 14 December 2009 (has links)
Research studies demonstrate that L2 learners participate more equally when using synchronous computer mediated communication (CMC). However, most of these studies have involved adult students only, in college or university settings. Few have explored the use of synchronous CMC with elementary school learners. Thus, this case study explored the participation of Grade 8 native speakers and English language learners as they interacted in the online environment. It examined the number of turns taken by each participant, the discourse functions used, as well as participants’ perceptions of communicating online. This was accomplished through collection of chat transcripts, questionnaires and semi-structured interviews. It was found that native speakers tended to take more turns in online discussions. Also, responses and questions were the discourse functions that were used most by participants in this research. Finally, the students viewed this mode of communication favourably, and believed that it aided their communication with one another.
92

Acronyms in an Asynchronous Environment : A Corpus Study of Acronym Frequency in Online Discussion Forums

Viberg, Tomas January 2013 (has links)
This study is a research of the frequency of acronyms in an online forum and the meaning of the most frequent ones in their context. In the study, definitions are given for language forms used online so that one is able to compare a set of similarities and differences between these online varieties and the Standard English. The method consists of identifying and searching for a set of CMD-typical acronyms. These acronyms are taken from prior studies as well as from Crystal’s (2006:91f) list of known CMD-acronyms. The material is retrieved from an online forum of asynchronous communication, and the results show the frequency of the acronyms as well as discuss their meanings in context. The results indicate that acronyms are highly infrequent in asynchronous environments, and their use decreases from 2010 to 2013. The conclusion of this study is that the infrequency of acronyms in asynchronous environments may be due to the nature of asynchronous online communication, in which users have time to write their replies. When comparing this study’s corpora with studies on frequencies in synchronous environments, the acronym frequency in this study was lower than the frequency shown in the synchronous studies.
93

Friending Your Way to Political Knowledge: A Field Experiment of Computer-Mediated Social Networks

Teresi, Holly A. 01 December 2009 (has links)
This study examines the impact of political information conveyed through computer-mediated social networks. Using a popular social networking website, Facebook, a randomized field experiment involving Georgia State University undergraduates explores the extent to which computer-mediated peer-to-peer communication can increase political knowledge. For this experiment two Facebook profiles were created, one to administer information about the 2009 Atlanta mayoral election and the other to administer timely entertainment information. Students were randomly assigned one of these profiles to “friend.” Students choosing not to “friend” their assigned profile were aggregated to create an additional control condition. Treatments were administered to those who “friended” their assigned profile for the seven days preceding the mayoral election. To assess the transfer of knowledge between the profiles and the students a subsequent in-person survey was conducted (N=374). Results reveal that being exposed to political information by a peer through a social networking website increases the probability of recalling at least some of that information by 18.2 percent. Notably, the same method of exposure to entertainment information produces no significant effects on the recall of that information.
94

The Role of Chatrooms in Facilitating Learning Behaviors in Small Group Discussions

Hudson, James M. 13 January 2006 (has links)
Primary and secondary school students (Setzer, Lewis, and Greene, 2005), college students (I. E. Allen and Seaman, 2003, 2004), and corporate employees (Galvin, 2002) are all engaging more and more in some form of online or blended online/face-to-face education. Given the large number of pedagogical and design choices that we must make, however, where do we begin when designing new environments? I argue that its important for us to consider how technological design choices interact with pedagogical choices and cognitive states to affect learning behaviors. To illustrate this, I examine the impact of synchronous chat media on educational discussions. Specifically, I ask two questions: (1) Since research has often reported that chat environments promote conversational equity (e.g., Warschauer, 1997), which features of synchronous text-based chat seem to help create conversational equity? and (2) how does this change impact the content of small group discussions? Using ethnographic-style observations and quasi-experimental studies, I show how changing conversational media influences (or doesnt) the resulting discussion among students. I present three results: * Certain properties of the chat medium seem to discourage conversational dominance by any one individual through (a) denying that individual mechanisms to control the conversational floor and (b) reducing the inhibition felt by shy or otherwise disempowered students. * The choice of medium does not seem to affect the quality of discussion content nearly as much as other variables. * Efficiency is diminished in chatrooms; achieving quality discussions online requires significantly more time because (a) typing is slower than speaking and (b) students are able to do other, parallel activities while engaging in a chat discussion. In the conclusion, I examine the broader implications of these findings for the design of conversational environments, whether for educational or business use.
95

Managing perceptions of information overload in computer-mediated communication

Chen, Chun-Ying 17 February 2005 (has links)
Many studies report information overload (IO) as one of the main problems students encounter in computer-mediated communication (CMC). To date, researchers have paid little attention to the problem of IO—more specifically, to its impact on students’ quality interaction—in educational CMC. In an attempt to fill that gap, the purposes of this study were as follows: (a) to understand the difficulties students encounter that contribute to their perceptions of IO in CMC, (b) to observe the impact of those difficulties on students’ learning in online discussions, and (c) to identify students’ strategies for avoiding or managing those difficulties in order to engage in quality learning. Interviews with students and computer conferencing transcripts were analyzed both qualitatively and quantitatively. Interviews with 10 graduate students near the beginning of the semester revealed that although students were exposed to the same amount of information in the same learning environments, different individuals experienced different degrees of IO. Varied learner characteristics caused some students to be more susceptible to IO than others. The difficulties students encountered that contributed to their perceptions of IO included connection problems, navigation difficulties, discomfort with online communication, numerous ongoing discussion messages and endless resources, difficulty in organizing learning, and problems understanding the assigned readings. Those difficulties tended not to affect students’ deep processing as observed in their discussion messages, but might influence students’ online interaction with others. Students engaging in quality learning in online discussions were interviewed near the end of the semester to investigate their learning strategies. The results indicated that students used a variety of strategies to deal with those difficulties. Those strategies were related to online class preparation, identifying relevant information, processing online information and printed materials, keeping learning on track, organizing learning, and avoiding internal and external distractions. The results of this study have implications for course design.
96

Examing the Antecedents of Online Disinhibition - the Roles of Internet Attributes and Psychological Factors

Yan, Pei-rong 01 July 2009 (has links)
It can be observed that the anti-normative behaviors occur more frequently in Computer-Mediated-Communication than in face-to-face communication. Internet often let people feel less restraint to use rude or threatening language, leashing harsh criticisms, venting anger or hatred. Thus, the issues surrounding ¡§Toxic Disinhibition¡¨ have attracted more and more concern from society and academia. Our empirical study tries to get the whole picture and proposed a more comprehensive model integrating diverse factors and involving the synthesis of different viewpoints. Accordingly, this paper proceeds to examine and integrate the two important aspects, (1) Internet attributes in which reduced social cue, social presence, controllability, and the fluidity of the identity and (2) psychological state, especially theories of deindividuation.Moreover, different from most prior researches, we consider deindividuation as an important mediating role, not just an antecedent of toxic disinhibition. An empirical survey methodology is applied to test the research model and six hypotheses are developed in this study, and then we use PLS to analyze it. Our empirical results showed that the essential mediating role of deindividuation, also confirming the highly significant with toxic disinhibition. Moreover, we identify major factors that may affect deindividuation. We find that except for reduced social cue, reduced social presence, controllability and fluidity of identity also has significant impact on deindividuation, and then cause toxic disinhibition. In sum, unlike much prior research that has focused on only a limited aspect of toxic disinhibition, we take integrated view and proposed a more comprehensive model therefore be useful to a better understanding of the nature of toxic disinhibition. And this study provides some suggestions for the online disinhibition research.
97

A Study on Relation between Experiential Marketing, Computer-Mediated Communication and Enhancing Aesthetics Culture

Wu, Ling-Ling 09 July 2009 (has links)
Nowadays experience marketing is the most common strategy to promote. Cultural- based activities in Kaohsiung is one of the examples to use such strategy. Culture is far more powerful than economy and politics. The influence by art and culture activities is direct, indirect and derivative on regional economy. Promoting art and culture activities as well as tourism industries significantly enhances conglomerate economy strength in the city. In terms of criticizing culture, the study concerns what aesthetic type created by urban experiential marketing strategy as well as what internet communications influence on cultural marketing. The study theory is based on B. Joseph Pine¢º& James H. Gilmore¡¦s experiential marketing aesthetics in 1998 and Schmitt¡¦s experience marketing theory in 1999, and thus explores three dimensions as experiential marketing strategy, aesthetics culture index and communication results. The survey research was performed by a questionnaire through convenient sampling method. A total of 280 questionnaires were administered, and 263 questionnaires were retrieved. AMOS Statistical Software was used to apply data analysis of the correlation among variables by using Structure Equation Modeling (SEM). The research results showed that: (1) experiential marketing strategy has positive effect on enhancing aesthetics culture; (2) there is no mediating effect about computer-mediated communication (CMC) between experiential marketing strategy and enhancing aesthetics culture of urban culture; (3) the cultural activities of experiential marketing strategy are prone to the entertainment. In addition to the entertainment, the long-term strategy of the government shall emphasize both on artistic and educative function when promoting the experiential marketing on urban culture. On the aspect of information context, both richness and interactivity of computer-mediated communication media content shall be enhanced. From the perspective of esthetical form of experiential marketing, we expect the findings of this study are helpful to consider the cultural information into the field of communication research in future planning for the urban cultural marketing to advance a city's global competitiveness.
98

Morpho-semantic processes in the English language used in a Massively Multiplayer Online Role Playing Game : A case study of neologisms in Warhammer Online

Nilsson, Daniel January 2009 (has links)
<p>The language used in Massively Multiplayer Online Role Playing Games (or MMORPGs) is a form of computer-mediate communication. It consists of elements from both written and spoken language, but it is a highly abbreviated and innovative form of written language. This study focuses on the English language used in a MMORPG called Warhammer Online. The aim of this study is to identify abbreviations, interpret their meanings and to analyze the word formation processes and semantic changes that are involved in new words. The method used in this study is a qualitative case study of the English language in a MMORPG from a synchronic point of view. The secondary sources used in this study include previous works on morphology and semantics. The material used is based on logs acquired from the game Warhammer Online as a subscribed player. The results presented in this study show new and unique words created by players in Warhammer Online, along with other semantic changes that have taken place. It is concluded that the English written language has not seen such a major change in its entirety before, within one community.</p>
99

Specializing social networking services to support the independence of adolescents and adults with autism

Hong, Hwajung 08 June 2015 (has links)
Many individuals with autism manifest problems in transitioning to adulthood due to social impairments, communication difficulties, and rigid behaviors. One of those challenges is developing a robust and sufficiently large network of people who can provide advice about a variety of everyday situations. In this dissertation, I investigate ways of supporting adolescents with high functioning autism in navigating their everyday life through specializing social networking services (SNSs). A series of studies were conducted to identify opportunities for the design and use of a specialized SNS to foster the independence. The results demonstrates SNS can support some adolescents and adults with autism in increasing the independence by 1) facilitating the asking of a variety of online networks beyond a primary caregiver; and 2) allowing acquisition of rapid, direct, and informational advice with crowdsourcing. Drawing on several formative studies and investigations, I synthesized design guidelines for inquir.us, a specialized hybrid social question-and-answer (Q&A) platform with features for scaffolding question creation and crowdsourcing answers. Through the initial evaluation of inquir.us, I examined the Q&A behavior of individuals with autism on this platform and identified both opportunities and barriers to adoption in the context of supporting transition skills for the independence. The contributions of this thesis are: (1) a rich description of challenges and opportunities related to attaining independent life using SNSs; (2) empirical studies of individuals with autism’s online Q&A behavior; (3) design implications for designing a specialized SNS facilitating the Q&A interactions; and (4) the design and exploratory study of a social Q&A platform in the real world.
100

Narratives of Architectural Revolution in Online Christian Rhetoric

Vieregge, Quentin David 01 January 2011 (has links)
Abstract This dissertation examines how online Christian communities reconcile the democratizing, anti-hegemonic effects of dialogic web tools, such as wikis, blogs, and video-sharing sites with the authoritarian characteristics of some organized religions. In the first chapter, I discuss technodeterminism and what I call the theme of "revolutionary architectures" in digital humanities scholarship. This theme occurs in narratives that assume that a new interface, Internet tool, or type of coding will redefine the rhetorical relationship between writers, readers, and site administrators, usually in a benevolent way. I argue that scholars within the field of Computers and Composition use narratives of architectural revolution to inscribe communication technologies with certain inherent values even as they claim that these tools require responsible use from an informed, reflective citizenry. The theme of revolutionary architecture reveals the desire within the field of Computers & Composition to view technology as both a space for ideological conflict and a redemptive tool to cure social ills. In the second chapter I analyze how narratives about the democratizing and collaborative potential of wikis collide with the needs and practices of three Christian wikis. The three wikis--Theopedia, OrthodoxWiki, WikiChristian--are opinionated encyclopedias intended to simultaneously inform and persuade their viewers of each website's respective version of the Christian faith. Opinionated wiki writing complicates assumptions about what should be argued and who should be able to author thesiss. To respond to these complications, the Christian wikis emphasize two different types of ethotic appeals, what I coin "genesis-ethos" and "composed-ethos." Genesis-ethos refers to the rhetor's character outside of the text, whereas composed ethos refers to the textual representation of the rhetor's credibility. I argue that Christian wikis must rely on a combination of genesis and composed-ethos in order to manage a point-of-view argumentative wiki. In the third chapter, I examine how dialogic web technologies have provided the Emergent Church with an opportunity to create an updated gospel narrative. I define and analyze this narrative with a kairotic lens, especially as defined by German theologian Paul Tillich. The leaders of the Emergent Church movement draw upon the ideas, language, and metaphors of post-Web 2.0 technologies to explain how Christianity can thrive in a 21st century world. Several Emergent Church writers recognize that traditional organized religion has become increasingly irrelevant in a culture that prioritizes decentralized decision making, networked organization, and the opinions of the laity alongside more authoritative voices (i.e. clergy, pastors, and church leaders). They view blogging tools, open source technology, and social networks as a way to convey Christianity to a frustrated audience of Christians and non-believers. In the fourth chapter, I speculate on the collaborative possibilities of video-sharing sites, such as YouTube. Even though technologists and compositionists have reinforced a narrative of YouTube as a revolutionary collaborative tool, the website fails to foster intimacy between users. This lack of intimacy stultifies the potential for collaboration between video authors and viewers; in turn, the efforts of writing instructors to use YouTube have not yet taken full advantage of the site's possibilities. One alternative Christian video-sharing site, GodTube, has the potential to engage video authors and viewers in meaningful dialogue and a more intimate online atmosphere. Martin Buber's I-You and I-It relationships are used as a lens to describe the difference between the two video-sharing sites. In the final chapter, I discuss how my research into online Christian rhetoric can be used in writing-intensive classes, especially composition courses. My argument about genesis-ethos applies to previous scholarship on wikis and procedural rhetoric; I speculate on how writing teachers can teach with wikis in new ways. Finally, the rhetoric of the Emergent Church offers an example for how scholars within the field Computers & Composition can articulate their values to students, faculty, and administrators outside of the field of English Studies. In the conclusion, I argue that the counterintuitive uses of these dialogic web tools opens up new imaginative opportunities for their use in the writing classroom.

Page generated in 0.1124 seconds