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The purpose of this 14-week study was to investigate the influence of digital storytelling (DST) on elementary school students' creative thinking and their responses to the use of DST in the English class. 27 sixth graders were assigned randomly in the experimental and control groups. It was found DST enhanced students' creative thinking significantly. Also, students' responses to the use of and English...
The debates on materiality and sociomateriality, hailing from science studies and organization studies, allow information systems (IS) researchers to evade received distinctions between the social, natural and technical. The literatures that inform this Minitrack contest a purely information-based perspective that posit abstract meanings and immaterial data divorced from situated contexts. Instead...
Sharing "location" information on social media became commonplace since the advent of smartphones. Location-based social networks introduced a derivative form of Volunteered Geographic Information (VGI) known as Social Location Sharing (SLS). It consists of claiming "I am/was at that Place". Since SLS represents a singular form of place-based (i.e. Platial) communication, we argue...
Automatic metadata extraction tools can improve the effectiveness of media production processes. However, it is difficult to assess the applicability, expected performance and thus cost-effectiveness of a specific tool in a specific task context. We propose the introduction of a task-based approach in the domain of multimedia analysis, in order to assess the practical value of automatic information...
This paper discusses the use of video games for public health communication, as a means of presenting health content in attractive formats, fostering an active stance in seeking such content and enhancing population’s social participation. In order to do that, we analyze the concepts of serious games, procedural rhetoric and games as participatory media culture. A subsequent empirical step consisted...
This paper introduces a novel concept in the use of game technology and education. Instead of employing gaming technology to create entertaining fictions or develop practical training environments, this paper introduces the concept and demonstrates the practical benefits of docugames for preservation. A docugame for preservation is a simulation that incorporates historical or culturally relevant artifacts...
One of the most interesting and still not completely understood phenomena happening in Social Network Sites is their ability to spread (or not) units of information which may aggregate to form large distributed conversations. In this paper we present the result of an empirical study on a Large Social Database (LSD) aimed at measuring the factors enabling information spreading in Social Network Sites.
Since several years lecture recordings have intensively been used as a teaching tool. Several courses are provided with lecture recordings as complementary learning material. Several distribution variants of lecture recordings have been investigated. Podcasts have established as a comfortable distribution technology for lecture recordings and are now established as a regular service for lecturing...
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