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#sexuality #education ----- Joseph P. Robinson and Dorothy L. Espelage Inequities in Educational and Psychological Outcomes Between LGBTQ and Straight Students in Middle and High School Educational Researcher October 2011 40: 315-330, doi:10.3102/0013189X11422112 ----- Abstract: This study finds that, compared with straight-identified youth, youth who identify as lesbian, gay, bisexual, transgender, or questioning (LGBTQ) are at greater risk of suicidal thoughts, suicide attempts, victimization by peers, and elevated levels of unexcused absences from school. Results disaggregated by LGBTQ subgroups reveal heterogeneity within the broad LGBTQ group, with bisexual youth appearing to be particularly at risk. Also, although the risk gaps in school belongingness and unexcused absences are significant in high school, we find that these gaps are significantly greater in middle school, suggesting heightened early risk for LGBTQ-identified students. By raising awareness of educational inequities related to LGBTQ identification, this study lays the descriptive groundwork for interventions aimed at improving psychological and educational outcomes for these students. ----- at-risk students gay/lesbian studies multilevel mod- eling stress/coping
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Henry A. Giroux. Fighting for the Future: American Youth and the Global Struggle for Democracy Cultural Studies ↔ Critical Methodologies August 2011 11: 328-340, first published on July 13, 2011 doi:10.1177/1532708611414658 ----- Abstract: This article compares the massive and widespread student protests in Europe and the Middle East with the relatively weak forms of protests emanating from students in the United States. Through consideration of the different formative cultures in Europe and the Middle East and the protesters’ use of the new media technologies, the article argues that the formative culture for dissent and critical education in the United States has been weakened and depoliticized, while neoliberal economic conditions and disciplinary apparatuses have amplified such conditions. Increased privatization, the closing down of critical public spheres, and the endless commodification of all aspects of social life have created a generation of students in the United States reared on the view that politics is irrelevant. In contrast, the message heard by students all over the world, especially in Europe, is that casino capitalism and totalitarian societies can no longer make a claim on the future of young people and increasingly are failing, either through making false promises or using threats and coercion to contain the hopes of young people. Rather than asking why U.S. students do not engage in massive protests, the crucial question raised by this article is when will they look beyond the norms, discourses, and rewards of the neoliberal society they have inherited from their elders? ----- revolts youth struggles education neoliberalism formative culture democracy youth movements
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#SL #religion ----- The semiotics of religious space in Second Life®. Massimo Leone Social Semiotics Vol. 21, Iss. 3, 2011 ----- Abstract Scholarly research on the religious dimension of Second Life® can be conducted with reference to several elements: ties between the religious dimension of Second Life and that of the “First Life” (an approach privileged by the sociology and the psychology of religion); the transcendent value inherent in the creation of an alternative reality (an approach favored by the philosophy of religion); the enunciation of a “virtual” religious dimension through the digital artifacts of Second Life (an approach promoted by aesthetics, phenomenology, and semiotics); and so forth. Adopting the point of view of cultural semiotics, the paper summarizes the results of a “virtual” ethno-semiotic participant observation conducted over six months in portions of the digital “metaverse” of Second Life where a religious dimension is predominant. The consequent analysis of digital places of worship singles out five main characteristics of their aesthetics, phenomenology, and semiotics: isolation, prototypicality, didacticism, anarchy, and parasitism. View full text Download full text Keywords Second Life®, religion, places of worship, virtual participant observation, semiotics
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#body #writing ----- Losing touch: pedagogies of incorporation and the ability to write Megan Watkins, Greg Noble Social Semiotics Vol. 21, Iss. 4, 2011 ----- Abstract The idea of “touch” is often used to point to the exemplary performance of skilful actions. While such a notion seemingly references the sensuous nature of that skill, it tends to mask the embodied acquisition of that capacity, implying intuitive ability rather than technique perfected through practice. Ironically, it also masks the significance of tactility in the process of developing this “touch”. In the context of a child learning to write, this is especially important. This article explores the importance of touch in learning to construct written text. It argues that its physicality is profoundly “ecological”: writing entails a variety of relations of touch with diverse material objects. These relations have to be ordered into what we call the line of touch, which produces the sensual continuity of subject and these objects necessary for the “grace” of textual production. Drawing on the work of Merleau-Ponty and recent theorisation of embodiment, this article considers the ways in which tactility allows the body to “remember” text embodying not simply the shape and directionality of letters when handwriting, but the knowledge of the letters themselves. This process represents a form of “muscular memory”, “knowledge in the hands”, in which children necessarily “lose” the awareness of touch to achieve the automaticity required for the task of composition. The relations and lines of touch also have a pedagogic quality. A child does not simply or naturally acquire the capacity to write; they are taught to do so, and the pedagogies that effect this process are instrumental to their embodied competence. Touch and the incorporation of the sensibility of this technology through iteration are crucial aspects of literacy practice, yet, as this article will examine, are undervalued within the theory and practice of literacy pedagogy.
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#alerts ----- Your Gale Search Alert has updated content. ----- Graham-Rowe, Duncan. "The power of thought." New Scientist 211.2819 (2011): 20. AONE. Web. 23 Sep. 2011. ------ Mennecke, Brian E., et al. "Co-creation and collaboration in a virtual world: a 3D visualization design project in second life." Journal of Database Management 21.4 (2010): 1+. AONE. Web. 23 Sep. 2011. ------ Gabisch, Jason A. "Virtual world brand experience and its impact on real world purchasing behavior." Journal of Brand Management 19.1 (2011): 18+. AONE. Web. 23 Sep. 2011. ------ Lim, Lynn L.K., and T.C. Melewar. "Digital and virtual world research on brands and marketing development." Journal of Brand Management 19.1 (2011): 1+. AONE. Web. 23 Sep. 2011. ------ Brengman, Malaika, and Diana Hassouneh. "Virtual worlds: a gateway for SMEs toward internationalization." Journal of Brand Management 19.1 (2011): 72+. AONE. Web. 23 Sep. 2011. ------ Murphy, Dennis M. "Chapter 11: Strategic communication: wielding the information element of power." U.S. Army War College Guide to National Security Issues, vol I: Theory of War and Strategy, 4th ed. 4th ed. Strategic Studies Institute, 2010. 153+. AONE. Web. 23 Sep. 2011.
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#alert ----- Scholar Alert: [ "virtual worlds" education ] ----- Decision-making in-socio and in-situ: Facilitation in virtual worlds L Goel, I Junglas, B Ives… - Decision Support Systems, 2011 ... [31] P. Fernandez-Berrocal, C. Santamaria, Mental Models in Social Interactions, The Journal of Experimental Education 74(3) (2006) 229-248. [32] M. Fetscherin, C. Lattemann, User acceptance of virtual worlds, Journal of Electronic Commerce Research 9(3) (2008) 231-242. ... ----- Effects of collaborative activities on group identity in virtual world H Park… - 2011 ... Science ®] View all references). Interaction among participants has been emphasized in online education as it expedites learning among them. However, in virtual worlds, interaction does not happen as planned. This study attempted ... ----- Transforming the Internet Public Library into the ipl2 Virtual Learning Laboratory EG Abels - The Reference Librarian, 2011 ... In The service connection: Linking library education to practice , Edited by: Roy, L. 133–141. ... View all references “43 Things I might want to do this year.” The IPL 15 Things includes blogs and blogging, microblogging, social networking, wikis, virtual worlds, podcasting, videos ... ----- Innovative approaches to treat overweight and obesity in adults: an investigation of a commercial web-based weight loss program| NOVA. The University of … MJ Neve - 2011 ... Meta-analyses provided promising, but not convincing, evidence that firstly, web-based interventions with enhanced features can achieve greater weight loss than those with education components alone and secondly, that web-based interventions to achieve maintenance of ... ----- Experiential Learning: Reducing the Real-World Divide between Libraries and Library Schools S Currim - The Reference Librarian, 2011 ... Finally, students learn how the reference interview varies with different communication media, such as social networks, chat, in-person, and virtual worlds. ... Journal of Education for Library and Information Science , 47(1): 52–77. ... ----- College students' conceptions of learning management: the difference between traditional (face-to-face) instruction and Web-based learning environments HM Lin… - … analysis. International Journal of Science Education, …, 2011 ... International online management education courses: A study of participant patterns. The Internet and Higher Education , 8(2): 131–44. ... Jin, L., Wen, Z. and Gough, N. 2010. Social virtual worlds for technology-enhanced learning on an augmented learning platform. ... ----- [PDF] Growing up Online: Some Myths and Facts About Children's Digital Lives in Ireland Today B O'Neill - 2011 ... education, and increasing the time spent at home, financially dependent on parents for longer. ... respectively. Conduct activities, those involving more creative or technical skills, such as creating and sharing content, writing a blog, participating in virtual worlds, are the least used. ... ----- [PDF] Using Online Social Networking: Students' Purposes of Facebook Usage at the University of Turkey M Akyıldız… - International Conference-Las Vegas, 2011 ... Iqbal, A., Kankaanranta, M., Neittaanmaki, P. (2010). “Experiences and motivations of the young participation in virtual worlds”, Procedia Social and Behavioral Sciences, 2: 3190-3197. ... “Modeling educaitonal usage of Facebook”, Computers & Education, 55: 444-453. ... ----- [PDF] Educating the Digital Citizen in the 21st Century I Prologue - “Making Polarization a Last Resort,” Tikkun, winter …, 2011 ... This course has been substantially revised to include all of the recommended practices of digital and media literacy education, along with stronger ... Virtual worlds such as Second Life provide the student with anonymity–they may select an avatar name of their choice, and only ... ----- [PDF] ENABLING SOCIAL SOFTWARE-BASED MUSICAL CONTENT FOR COMPUTER GAMES AND VIRTUAL WORLDS I Deliyannis, I Karydis… ... In other words, problems may arise in the case of multi-player games and virtual worlds, where users with different musical preferences ... [6] J. Green, "Understanding the Score: Film Music Communicating to and Influencing the Audience", The Journal of Aesthetic Education, vol. ... ----- [PDF] Mapping the dynamics of citizenship: the articulation of identity in an immersive virtual environment S Martin ... to explore individual and collective values and behaviours, and model these in simulated real-world contexts, using immersive virtual worlds. ... They expect that the research and its educational outcomes will be valuable whether citizenship-related education is delivered within ... ----- [PDF] Virtual Culture: The Psychology of Cyberspace K Crowe ... How does progression in the world of technology influence how we achieve the goals of higher education? Understanding the individual and collective human experience is pertinent to achieving the overall purpose of higher education. ... ----- Migrating Processes from Physical to Virtual Environments: Process Virtualization Theory E Overby - Information Systems Theory ... Business and society are becoming increasingly digital, as processes in fields ranging from business to medicine to education are being ... relationship processes once reserved for face-to-face encounters are being conducted virtually via online social networks and virtual worlds. ... ----- [PDF] Gender Issues In Virtual Reality Learning Environments DF Ali… - journal of edupres ... we must first study its strengths, weaknesses, and capabilities, in order to determine how best to apply VR to engineering education, practical engineering ... be used to perform other computing tasks when it is not displaying a virtual model, and interaction with virtual worlds can be ... ----- [HTML] Forum Index>" Second Life is artificial W Sobkowiak ... in online discussion groups: testing three conceptions and their relations to perceived learning, Social Psychology of Education, 11:323 ... Phenomenology of Perception, Routledge, UK: Abingdon, 1-22 Taylor, TL (2002) Living Digitally: Embodiment in Virtual Worlds, in Schroeder ... ----- [PDF] Aptitude, 77 Arrow of time, 214 Artificial intelligence, 251–252 Artistry Unleashed: A Guide to Pursuing Great Performance in Work and Life (Austen) C by Design - Artificial intelligence ... Committee, 110–111 Greater Baltimore Committee's Leadership program, 61 The Grove Consultants International leadership and education group, 74 ... for, 193–196 differences, 193 process, universe as, 277 via reflection, 198–199 results generated by, 20 virtual worlds for, 246 ... ----- [PDF] Introductory Computing Course Content: Educator and Student Perspectives J Elarde… ... 1. INTRODUCTION For many non-majors, introductory computing courses may be the only involvement with computer related education during their ... Although virtual reality is an application of computer graphics, when applied to virtual worlds there is a social media/networks ... ----- [PDF] Improved Benchmarking for Steering Algorithms M Kapadia, M Wang, G Reinman… ... 1 Introduction Goal driven autonomous agents are used to populate dynamic virtual worlds in a wide variety of applications ranging from urban simulations, movies, games, and education. A large variety of approaches have ... ----- [PDF] A GLOBAL APPROACH TO THE DESIGN AND EVALUATION OF VIRTUAL REALITY MEDICAL SIMULATORS S Bayona, JM Fernandez-Arroyo, P Bayona… ... KEY WORDS Virtual Reality, Surgical Simulation, System Design, System Evaluation, Healthcare Education, Assessment, Experimental Research, Interactive Technology, Innovative Education ... In surgical education, many procedures are complex to perform. ... ----- Understanding IS Theory: An Interpretation of Key IS Theoretical Frameworks Using Social Cognitive Theory K Carillo - Information Systems Theory ... 245 13 Understanding IS Theory: An Interpretation of Key IS Theoretical Frameworks… media (Bandura 2001; Cantor 1994), public health (Bandura 1998; Holden 1991), and education (Dai et al. 1998; Zimmerman 1989). ... of articles Journal of Information Systems Education 6 ... ----- This Google Scholar Alert is brought to you by Google.
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#education #VWs ----- Learning, Media and Technology --- College students' conceptions of learning management: the difference between traditional (face-to-face) instruction and Web-based learning environments Preview Buy now DOI:10.1080/17439884.2011.606223 Hung-Ming Lina* & Chin-Chung Tsaib Available online: 02 Sep 2011 Alert me Abstract This study investigates the differences between students' conceptions of learning management via traditional instruction and Web-based learning environments. The Conceptions of Learning Management Inventory (COLM) was administered to 259 Taiwanese college students majoring in Business Administration. The COLM has six factors (categories), namely, learning management as memorizing, testing, applying, gaining higher status, understanding, and seeing in a new way. These categories are considered as being in a hierarchical order, from lower-level to higher-level. The results suggest that the students agree more with the ‘seeing in a new way’ category when learning management in a Web-based environment, while they show stronger acknowledgement of the conceptions of the ‘memorizing’, ‘testing’, ‘gaining higher status’, and ‘applying’ categories when learning management via traditional instruction. It is suggested that Web-based instruction can promote students' higher-level conceptions of learning management. ----- http://www.tandfonline.com/doi/abs/10.1080/17439884.2011.606223
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#collaboration #VWs #SL ----- Effects of collaborative activities on group identity in virtual world Hyungsung Park, Sumin Seo Interactive Learning Environments iFirst ----- Abstract The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as Second Life. To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in Second Life. The interactive tools given to the control group in this study included ‘permissions to move, copy, edit’, ‘give item’, ‘chat’, and ‘send instant message’. In addition to these tools, special tools of ‘give item for praise’ and ‘pollster’ were given to the experimental group. The two groups were compared using scores of group identity, which has nine subcategories. The experimental group showed higher scores in five subcategories than the control group. Thus, we concluded that the use of tools for facilitating participants' interactions is effective for the formation of group identity. ----- http://www.tandfonline.com/doi/abs/10.1080/10494820.2011.604037
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#bodies #community #virtual #health ----- Ferreday, Debra. Unspeakable Bodies: Erasure, Embodiment, and the Pro-Ana Community. International Journal of Cultural Studies 6.3 Sep 2003. 277-295. ----- Abstract In this article, I explore the extent to which the `virtual community' has been imagined as coming into being through acts of erasure that create unmarked citizens. In contrast, `pro-ana' websites that celebrate eating disorders aim to create a community in which a sense of collectivity is constituted precisely through the body, specifically the anorexic body. By encouraging members to speak out, these communities aim to subvert the economy of difference through which the anorexic body is always positioned as `other', as the body that `has' difference. I argue that the public outcry surrounding pro-ana communities represents an appeal to censorship as a means by which, as Kristeva argues, outsiders might be `ejected beyond the scope of the possible, the tolerable, the thinkable' in order to reinstate the notion of consensus through the suppression of some forms of difference. ----- anorexia belonging censorship eating disorders internet virtual ----- http://ics.sagepub.com/content/6/3/277.short
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#work #education ----- Wage Slavery or Creative Work? ----- John Mirowsky --- University of Texas at Austin, USA --- Abstract -- Western philosophical and scientific traditions often view human work as inherently onerous, wearisome, and degrading. Adam Smith, writing in the eighteenth century, saw work as the toil and trouble that is the real price humans pay for everything they need or want. Karl Marx, writing in the nineteenth century, considered wage labor alienating, but saw the possibility of self-expressive work. Dupré and Gagnier, a philosopher and a critic writing near the end of the twentieth century, agreed that work could be self-fulfilling, but only for an elite minority. This article summarizes the Western philosophical views of work from ancient to modern times. It reframes the philosophical positions as empirical questions and addresses them with statistics and models drawn from a 1995 U.S. survey. Observations suggest that work, in modern America, is not usually alienated. The great majority of Americans rate their paid work or other main daily activities (mostly unpaid work) as more autonomous and creative than not. Emotional well-being and the sense of control over one’s own life increase with the degree of autonomy and creativity. The employed report less autonomous but more creative activity than do the nonemployed. Emotional well-being and perceived control correlate more strongly with creativity than with autonomy. The overall association thus favors employment, especially for the poorly educated, even though they give up more autonomy when employed. On the whole, work in modern America seems more self-fulfilling than onerous, alienating, or degrading. ----- education internal-external control psychological distress psychosocial resources work
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#youth #socialmedia ----- Dear All, I have been posting intermittently over the last couple of years, about the research we have been doing, looking at youth-technology-change questions in emerging ICT contexts of the Global South. The knowledge from the research inquiry is consolidated in a 4 volume collective titled "Digital AlterNatives with a Cause?" now available for a free download from http://cis-india.org/digital-natives/blog/dnbook I am sure this will be of interest to many on the group. Do feel free to spread the word and share the book and links with others who you think might be interested in it. As usual, I look forward to comments, questions, suggestions and conversations that these books hope to open up. Warmly Nishant -- Nishant Shah Director (Research), Centre for Internet and Society,( www.cis-india.org ) Asia Awards Fellow, 2008-09 http://www.facebook.com/nishant.shah http://cis-india.academia.edu/NishantShah _______________________________________________ The Air-L@listserv.aoir.org mailing list is provided by the Association of Internet Researchers http://aoir.org Subscribe, change options or unsubscribe at: http://listserv.aoir.org/listinfo.cgi/air-l-aoir.org Join the Association of Internet Researchers: http://www.aoir.org/
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#education #Europe #digital #technology ----- Panayiota Tsatsou DIGITAL DIVIDES IN EUROPE Culture, Politics and the Western-Southern Divide Oxford, Bern, Berlin, Bruxelles, Frankfurt am Main, New York, Wien, 2011. XII, 285 pp., num. tables and graphs Interdisciplinary Communication Studies. Vol. 6 Edited by Colin B. Grant ISBN 978-3-0343-0189-3 pb. sFr. 65.00 / EUR* 44.60 / EUR** 45.90 / EUR 41.70 / £ 37.50 / US-$ 64.95 * includes VAT - only valid for Germany / ** includes VAT - only valid for Austria / EUR does not include VAT This book examines the hotly debated subject of digital divides and specifically addresses the Western-Southern divide in Europe. It offers insights into selected countries of Southern and Western Europe - Greece, Portugal and the UK - and assesses the role of socio-cultural and decision-making parameters in the Western-Southern divide. It explores ordinary people's insights into the digital divide and links them to the role policymakers and regulators play in the development of the information society. Thus, it offers an innovative approach that crosses disciplines and brings new media studies closer to cultural studies and the study of politics. The study identifies the role of decision-making and socio-cultural parameters in the Western-Southern divide in Europe and concludes that this divide should be seen as a ladder of divides influenced by a complex set of socio-cultural and policy/regulatory factors. The book reaches significant case-specific conclusions for the Western-Southern divide and argues that it is its profoundly socio-cultural and political/regulatory nature, while highlighting the implications for the European information society as a whole. Contents: Introduction – Theory and Conceptual Foundations – The Western-Southern divide in Europe – Greece – Portugal – The UK – Empirical Analysis – Association between Internet use and social culture in the West and South of Europe – Association between Internet use and policy and regulation in the West and South of Europe – Internet adoption influenced by social culture and decision-making: an inferential analysis – Concluding remarks. Panayiota Tsatsou was born in 1976 in Greece. She is a lecturer in Media and Communication at Swansea University, United Kingdom. Her research lies in the areas of information society, media policy and regulation, political communication, media and gender, and new media and children. Her research work examines various phenomena in relation to Information and Communication Technologies (ICTs), with an emphasis on regulation and policy creation, as well as on the role of ordinary people as ICT users and actors in the information society. Her publications aim to report on innovative and evidence-based solutions to issues arising in the information society. She currently holds an AHRC award to study digital inclusion among minority communities in Wales. --------------------------------------------------------------- You can order this book online. Please click on the link below: --------------------------------------------------------------- Direct order: http://www.peterlang.com/index.cfm?vLang=E&vID=430189
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#vaults #education #technology ----- Russell, Glenn. “Ethical Concerns about Virtual Schools.” Journal of Religious & Theological Information. 5.1 (2002). ----- Abstract The emergence of a diverse range of virtual schools in recent times raises ethical concerns. The paper considers historical antecedents, and reflects on the contribution that virtual schools might make to individuals and to society. Despite their potential, virtual schools are seen as unsuitable for some students, and there are indications that they have sometimes been supported for inappropriate reasons. Concerns are also raised about the effectiveness of socialization, communications in a virtual school, and the moral distancing effect of educational technologies. Suggestions related to ethical issues are offered for parents who are considering virtual schools for their children. ----- http://www.tandfonline.com/doi/abs/10.1300/J112v05n01_03
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#gaming #WoW ----- Yu-Hao Lee and Holin Lin ‘Gaming is my work’: identity work in internet-hobbyist game workers Work, Employment & Society September 2011 25: 451-467, doi:10.1177/0950017011407975 ----- Abstract Developments in personal information communication technology (ICT) are facilitating opportunities for turning internet-based hobbies into self-employed occupations. Real income can be earned by trading virtual objects and currencies used in massively multiplayer online games – a form of economic activity known as real money trade (RMT). This study focuses on RMT workers as an example of new cyber workers who lack traditional identity sources, such as public workplaces, recognizable company names or association with existing occupations. Through examining their identity work, this study argues that as more people are taking their work and leisure life online, ambiguity has become an important characteristic of these new cyber workers who provide labour service via the internet. Work identities which used to be established collectively and effortlessly now require active identity work to maintain. gold farmer identity work online games real money trade self employment work and play work identity
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#education #tutoring #ESL #SL ----- Using Activity Theory to understand the contradictions in an online transatlantic collaboration between student-teachers of English as a Foreign Language. By: Antoniadou, Victoria. ReCALL, Sep2011, Vol. 23 Issue 3, p233-251, 19p; Abstract: This article describes the contradictions reported by student-teachers in Barcelona who engaged in telecollaboration with transatlantic peers via SecondLife, during their initial training in Teaching English as a Foreign Language. The data analysis draws upon Grounded Theory and is theoretically informed by Activity Theory and the notion of contradictions. The study discusses technology-based, intra- and inter-institutional contradictions, their impact on the development of the telecollaborative activity, and outcomes in bolstering student-teachers’ conceptual understanding of Network-Based Language Instruction. [ABSTRACT FROM PUBLISHER]; DOI: 10.1017/S0958344011000164; (AN 65218816)
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#SL #book ----- A MUSEUM OF VIRTUAL MEDIA. By: BLASCOVICH, JIM; BAILENSON, JEREMY. Natural History, Sep2011, Vol. 119 Issue 8, p20-27, 8p; Abstract: An excerpt from the book "Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution," by Jim Blascovich and Jeremy Bailenson, is provided.; (AN 65165561)
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Groups, Games & Community Copyright: 2011 Pages: 25 Source title: Anonymity and Learning in Digitally Mediated Communications: Authenticity and Trust in Cyber Education Source Author(s)/Editor(s): Bobbe Baggio (La Salle University, USA), and Yoany Beldarrain (La Salle University, USA) DOI: 10.4018/978-1-60960-543-8.ch012 ISBN13: 9781609605438 ISBN10: 1609605438 EISBN13: 9781609605445 Keywords: Computer-Mediated-Communication / Educational Technologies / Information Science Reference / Social Technologies ----- Abstract Games are being used to develop environments that promote learning. The tremendous strides made in game design and gaming technology over the last decade have caused an increased interest in using them for learning. Gaming is becoming more complex and the algorithms used are more advanced. Simulations and strategy games are framed in constructivist principles that rely on co-construction of knowledge and higher level thinking, but can also include drill and practice. Research suggests the benefits of games can impact both the educational and training environments. When engaged in games, players are using complex and multi modal capabilities that are much more challenging than what is traditionally required in formal education.
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Cyberpsychol Behav. 2007 Dec;10(6):827-30. Developing a sense of virtual community measure. Blanchard AL. Source Department of Psychology, University of North Carolina, Charlotte, North Carolina 28223, USA. alblanch@email.uncc.edu Abstract Sense of virtual community is an important feature of virtual communities. This study develops a sense of virtual community (SOVC) measure, building off the strengths of a widely used measure of sense of community (SOC) for face-to-face communities. Although there is overlap between the senses of community for face-to-face and virtual communities, there are significant differences. The new SOVC measure is compared to the SOC measure on 265 members of seven online groups, explaining at least 7% more of the variance from exchanging support and member identification. This study represents an important step in developing a valid measure of SOCV. PMID: 18085972 [PubMed - indexed for MEDLINE]
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#gaming ----- Computers in Human Behavior Volume 27, Issue 6, November 2011, Pages 2352-2363 doi:10.1016/j.chb.2011.07.014 | How to Cite or Link Using DOI Permissions & Reprints The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers’ online and offline social capital Purchase Zhi-Jin Zhong, a, a School of Communication and Design, Sun Yat-Sen University, Guangzhou, China Available online 15 August 2011. Abstract This study examines the impact of collective MMORPG play on gamers’ social capital in both the virtual world and the real world. Collective MMORPG play is conceptualized as the frequency of joint gaming actions and gamers’ assessment of the experience in MMORPG guilds and groups. Social capital at the individual level refers to the resources and support provided by bonding and bridging social networks; collective-level social capital refers to people’s civic engagement. A two-wave online survey was conducted to collect data from 232 Chinese MMORPG players. Two structural equation models were developed to test whether collective play influences offline social capital via the mediation of online social capital; the results did not demonstrate the existence of mediation effects. Specifically, collective play positively influences gamers’ online bonding social capital, online bridging social capital and online civic engagement. The effect of collective play on offline bonding and bridging social capital is not significant; the effect of online bonding/bridging social capital on offline bonding/bridging social capital is not significant either. The study finds a significantly positive impact of collective play on offline civic engagement. The effect of online civic engagement on offline civic engagement is not significant. In contrast with collective play, the time of gaming is found to negatively influence online and offline social capital. This study contributes to the knowledge of social capital because it tests the effects of new media on online and offline social capital in the Chinese culture. In addition, this study provides empirical evidence for the positive effects of online games and highlights the social experience in MMORPG play and how it influences gamers’ social networks and collective participation. Highlights ► Collective MMORPG play positively influences gamers’ online social capital. ► Collective MMORPG play elicits positive impact on offline civic engagement. ► Effect of collective play on offline bonding social capital is not significant. ► Effect of collective play on offline bridging social capital is not significant. ► Effect of online social capital on offline social capital is not significant. Keywords: Online games; Social capital; Social networks; Civic engagement Article Outline 1. Introduction 2. Conceptualization of collective MMORPG play 3. Conceptualization of social capital 4. Hypotheses and research questions 4.1. Effects of collective MMORPG play on online bridging and online bonding social capital 4.2. Effects of online bonding/bridging social capital on offline bonding/bridging social capital 4.3. Effects of collective MMORPG play on online civic engagement 4.4. Effects of online civic engagement on offline civic engagement 4.5. Research questions 5. Method 5.1. Measurement 5.2. Sample 6. Data analysis 7. Results 8. Conclusions and discussions 9. Implications and limitations Acknowledgements References
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