Sciweavers

548 search results - page 8 / 110
» Using Games As a Means for Collaboration
Sort
View
WMTE
2005
IEEE
14 years 2 months ago
Supporting Activity Awareness for Teams-Games-Tournaments with GSM Network
The Internet can be used to promote collaborative learning among students. However, since the web-based collaborative learning environment relies entirely on the availability of c...
Chen-Chung Liu, Shu-Yuan Tao, Jinu-Ning Nee, Baw-J...
CSCL
2010
13 years 3 months ago
Using activity theory to understand intergenerational play: The case of Family Quest
We implemented a five-week family program called Family Quest where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local af...
Sinem Siyahhan, Sasha A. Barab, Michael P. Downton
HICSS
2002
IEEE
127views Biometrics» more  HICSS 2002»
14 years 1 months ago
What Does It Mean for an Organisation to Be Intelligent? Measuring Intellectual Bandwidth for Value Creation
The importance of electronic collaboration has risen as successful organisations recognize that they need to convert their intellectual resources into goods and services their cus...
Sajda Qureshi, Andries van der Vaart, Gijs Kauling...
OTM
2007
Springer
14 years 2 months ago
OntoGame: Towards Overcoming the Incentive Bottleneck in Ontology Building
Despite significant advancement in ontology learning, building ontologies remains a task that highly depends on human intelligence, both as a source of domain expertise and for pro...
Katharina Siorpaes, Martin Hepp
IV
2009
IEEE
107views Visualization» more  IV 2009»
14 years 3 months ago
Knowledge Visualization and Business Analysis: Meaning as Media
This paper is the third in a series of papers designed to explore how “metaphorical meaning” can be used to support knowledge visualization. Within the present discussion the ...
Stefan Bertschi