نتایج جستجو برای: socio cognitive strategies

تعداد نتایج: 692538  

Journal: :Computers & Education 2007
Kay Kimber Hitendra Pillay Cameron Richards

Recent educational research from a socio-cognitive perspective has validated students collaborative engagement with new technologies and heightened understanding of influential factors shaping the effectiveness of peer interactions, learning contexts and computer interfaces for enhancing learning. This paper focuses on an analysis of the complexity of knowledge in student-designed, electronical...

2014
Steffi Haag

Despite much research on organizational factors affecting firms’ IT adoption and use, little attention has been paid to organizations’ stickiness to current processes although there were better IT innovations or incentives to switch. Against this backdrop, this research-in-progress paper explicitly conceptualizes and operationalizes organizational level inertia based on a rigorous scale develop...

2017
Freydis Vogel Christof Wecker Ingo Kollar Frank Fischer

Scripts for computer-supported collaborative learning (CSCL) offer socio-cognitive scaffolding for learners to engage in collaborative activities that are considered beneficial for learning. Yet, CSCL scripts are often criticized for hampering naturally emerging collaboration. Research on the effectiveness of CSCL scripts has shown divergent results. This article reports a meta-analysis about t...

Journal: :EJIS 2013
Chon Abraham Marie-Claude Boudreau Iris A. Junglas Richard T. Watson

Received: 14 September 2009 Revised: 12 June 2010 2nd Revision: 12 January 2011 3rd Revision: 30 April 2011 Accepted: 11 May 2011 Abstract Information systems (IS) research has drawn heavily on social and cognitive psychology to explain technology adoption. Indeed, the many variations of the technology acceptance model all share these same theoretical foundations. Focusing exclusively on the so...

Journal: :Interacting with Computers 2008
Flore Barcellini Françoise Détienne Jean-Marie Burkhardt Warren Sack

This paper is an analysis of online discussions in an Open Source Software (OSS) design community, the Python project. Developers of Python are geographically distributed and work online asynchronously. The objective of our study is to understand and to model the dynamics of the OSS design process that takes place in mailing list exchanges. We develop a method to study distant and asynchronous ...

2010
Kiljae K. Lee Gilbert G. Karuga

IS research on participant’s motivation 1 in Knowledge Management System have paid relatively limited attention to the effect of diversifying the technological artifacts while they focused more on identifying the generic motivational factors that apply across the varying contexts. However, the manifest success of disruptive collaboration system outside of the corporate boundaries such as Wikipe...

Journal: :Educational Technology & Society 2017
Siti Nurulain Mohd Rum Maizatul Akmar Ismail

Computer programming is a part of the curriculum in computer science education, and high drop rates for this subject are a universal problem. Development of metacognitive skills, including the conceptual framework provided by socio-cognitive theories that afford reflective thinking, such as actively monitoring, evaluating, and modifying one’s thinking, has been identified as important for novic...

2004
Paul Ormerod Mauro Trabatti Kristin Glass

The standard socio-economic science model (SSSM) assumes very considerable cognitive powers on behalf of its individual agents. Agents are able both to gather a large amount of information and to process this efficiently so that they can carry out maximising behaviour. Criticisms of this approach are widespread, even within the discipline of economics itself. We set up agent based models in whi...

Journal: :Intelligent Decision Technologies 2008
Barry G. Silverman Aline Normoyle Praveen Kannan Richard Pater Deepthi Chandrasekaran Gnana Bharathy

Many simulators today contain traditional opponents and lack an asymmetric insurgent style adversary. InsurgiSim prototypes an embeddable testbed containing a threat network of agents that one can easily configure and deploy for training and analysis purposes. The insurgent network was constructed inside a socio-cognitive agent framework (FactionSim-PMFserv) that includes: (a) a synthesis of be...

Journal: :Presence 1999
Giuseppe Riva

Virtual Reality (VR) is usually described by the media as a particular collection of technological hardware: a computer capable of 3D real-time animation, a head-mounted display, data gloves equipped with one or more position trackers. However, this focus on technology is disappointing for communication researchers and VR designers. To overcome this limitation this paper describes VR as a commu...

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