[game_edu] Group-Awareness in Online Work, Learning & Games: Workshop within the HCI-2010 BCS Conference
Susan Gold
goldfile at gmail.com
Tue Jul 20 08:11:55 EDT 2010
Begin forwarded message:
> From: Bill Kapralos <Bill.Kapralos at uoit.ca>
> Date: July 16, 2010 5:17:07 PM EDT
> To: "'icec at listserver.tue.nl'" <icec at listserver.tue.nl>
> Subject: [IFIP-EC-NEWS] Group-Awareness in Online Work, Learning &
> Games: Workshop within the HCI-2010 BCS Conference
>
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> Hello,
>
> Below is a workshop announcement which may be of interest:
>
> Group-Awareness in Online Work, Learning & Games Workshop
> Workshop within the HCI-2010 BCS Conference
> September 7 2010, 10:00 to 16:00
> University of Abertay, Dundee, Scotland
>
> ABSTRACT
> With the rapid advance of Web 2.0 technologies online group
> collaboration has become increasingly popular. Groupware
> applications and technologies are now accessible to all branches of
> academia and industry with leaders and visionaries embracing them in
> diverse fields including work, learning and games. Group
> collaboration and awareness offer the opportunity and challenge for
> shared experience, creation and discovery.
>
> 1. INTRODUCTION
> Group collaboration in online settings has been studied in
> particular situations including work, learning and games. In on-line
> collaboration the electronic shared space becomes a frame of
> reference for team work and joint creation and/or discovery.
> Accordingly interfaces to the shared space are of extreme importance
> not only in relation to groupware but also to group-aware. Emphasis
> is attached to both the awareness of the individual’s role within
> the group as well as awareness of the group per se.
> Cooperation and collaboration are two terms used interchangeably in
> the literature. Cooperation is related to the process of joint
> activity. Two or more individuals bring complementary skills and
> knowledge to a task. Each contributes their particular skill to the
> common purpose. Accordingly an individual can depart once their
> contribution has been made.
>
> Collaboration is related to the process of joint creation. Two or
> more individuals bring overlapping skills and knowledge to a task.
> Ideally each contributes equitably, if not equally, to the common
> purpose. Accordingly an individual remains engaged until the task
> has been completed.
> The confused understanding of the distinction between these two
> terms extends beyond the literature to the participants themselves.
> An individual may be both cooperating and collaborating at a task,
> and be unaware of their contributions.
> Hence on-line shared spaces have to be supported by tools and
> interfaces that make the participants more group-aware. The
> intention of this workshop is to explore other dimensions of group-
> awareness and how tools and interfaces can be engineered to support
> this.
>
> 2. GROUP COLLABORATION IN ONLINE WORK, LEARNING & GAMES
> Computer Supported Cooperative Work (CSCW) offered the promise of
> working together towards a collective goal and problem solving. It
> further promised to increase productivity and enjoyment.
>
> The nature of the electronic on-line shared space was essential in
> the support of CSCW effectiveness. For example, understanding an
> organisation’s culture can provide requirements for the groupware
> design in order to enhance collaboration. CSCW engineering
> emphasized the use of context-based methods such as ethnography to
> extract implications for design based on its situated context. The
> overarching context of the first generation of CSCW online
> environments was commercial and industrial. When CSCW concepts and
> tools were extended first to learning and latterly to games this
> implicit context, and its design realization, came with it.
> Group-awareness within CSCW environments refers to understanding of
> the activities of others, which provides the background of one’s own
> activity [1]. In other words knowledge of who is present on the
> interface, what has happened and how, supports the control of the
> pace of group work as well as individuals’ initiatives [2].
> Therefore, CSCW group-awareness needs to support organisation of
> shared activities on individual and group level.
>
> CSCW was morphed within learning contexts into Computer Supported
> Collaborative Learning (CSCL). It appeared as a distinct approach in
> early 1990s based upon the Vygotskian and Piagetian belief that
> social interactions not only facilitate but also accelerate
> learning. Accordingly on-line learning is essentially collaborative,
> rather than cooperative, in nature as the participants are all
> equally engaged in what has become known as the negotiation of
> shared meaning. Hence collaborative learning is inherently
> constructivist.
> Learning activities are characterised by a mix of pedagogical
> approaches within digital and physical spaces in which the tutor
> orchestrates multiple activities with multiple tools [3].
> Group-awareness within CSCL environments refers to both social and
> cognitive processes occurred within shared learning activities [4].
> Other than awareness of activities organisation, as with CSCW, CSCL
> is also concerned with learner’s knowledge awareness and group
> knowledge convergence [5]. Therefore, CSCL group-awareness needs to
> support individual’s learning and the quality of interaction
> patterns towards their shared construction of knowledge.
> Games research started with games theory and CSCW while the major
> areas of HCI concern seemed to neglect it [6]. However, the enabling
> nature of networked multiplayer games for rich interaction attracted
> researchers from different disciplines to describe, understand and
> analyse group collaboration. This is because these games contain a
> degree of teamwork, either forced by the plot and interface or
> voluntary arranged.
>
> Group-awareness within online games refers to the creation of the
> gamers’ sense of space, presence, time, ways to play, motivation and
> enjoyment [7] and exploration of gamers’ social dynamics [8].
> Therefore, online games group-awareness needs to support gamer’s
> sense of space, enjoyment and satisfaction, organisation of their
> activities and the types of interactions needed to enhance them.
>
> To conclude, it appears that Computer Supported Cooperative Work
> (CSCW) triggered researchers to consider the use of online tools in
> order to facilitate and enhance group collaboration and awareness.
> As the technology was developed and users’ experiences were enriched
> distinct research fields appeared such as CSCW, Computer Supported
> Collaborative Learning (CSCL) and multiplayer online games.
>
> Nowadays these fields are coming together in a more conscious and
> ubiquitous way as emerging hybrid environments. The challenge is to
> incorporate fun and imagination to the benefit of innovative ways to
> organise and run online group collaboration and group-awareness.
>
> 3. AIMS OF THE WORKSHOP
> This workshop will bring together designers, practitioners, users,
> researchers and industry leaders who are actively exploring the
> application of awareness of the individual’s role with the group and
> awareness of the group per se. It also aims to devise commonalities,
> characteristics and tools to enhance group-awareness.
>
> 4. PLAN FOR THE WORKSHOP
> There will be 2 invited speakers (to be announced), position paper
> presentations, discussions and design activities. All participants
> must be registered for the HCI workshop day. Position papers are
> requested (a maximum 1000 words including references). These will be
> reviewed by the two workshop organisers assessing the significance
> of the contribution and its relevance to the workshop theme.
> However, applications will be accepted from attendees who wish only
> to explore the topic.
> Position papers will be accepted up to 2 weeks before the dates of
> the workshop or until sufficient papers have been accepted.
>
> The workshop will be one full day (on 7th September, 10:00 to 16:00)
> with one hour break for lunch and 2 short coffee breaks. The
> presentations will be 30 minutes for the 2 keynotes and 15 minutes
> for the other 6 participants. There will be 2 discussions, one
> before lunch (12:30 to 13:00) and one at the end of workshop (15:00
> to 16:00) including a short 5 minutes break at the beginning of the
> second discussion. Other than the issues raised at the workshop,
> there will be a pedagogical ergonomics questionnaire-based
> evaluation of the EU funded project EuroCAT (http://www.cat-
> cscl.eu/) in the second discussion. At the end of the workshop, the
> presenters will synthesize the contributions which will be
> disseminated by the production of a poster.
>
> 5. REFERENCES
> [1] Dourish, P. & Bellotti, V. (1992). Awareness and Coordination in
> Shared Workspaces. Proceedings of the ACM Conference on Computer-
> Supported Cooperative Work CSCW'92 (Toronto, Ontario), 107-114. New
> York: ACM.
> [2] Dix, A. (1997). Challenges for Cooperative Work on the Web: An
> analytical approach. Computer-Supported Cooperative Work: The
> Journal of Collaborative Computing, 6 pp. 135-156.
> [3] Dillenbourg, P., Järvelä, S., & Fischer, F. (2009). The
> evolution of research on computer-supported collaborative learning.
> In Technology-Enhanced Learning. Principles and products (p. 3-19).
> Edited by N. Balacheff, S. Ludvigsen, T. de Jong, T., A. Lazonder &
> S. Barnes. Springer.
> [4] Phielix, C., Prins, F. J., & Kirschner, P. A. (2010). Awareness
> of Group Performance in a CSCL Environment: Effects of Peer Feedback
> and Reflection. Computers in Human Behavior, 26, pp. 151-161.
> [5] Engelmann, T., Dehler, J., Bodemer, D., & Buder, J. (2009).
> Knowledge awareness in CSCL: a psychological perspective. Computers
> in Human Behavior, 25 (4), 949-960.
> [6] Manninen T. (2001) Virtual Team Interactions in Networked
> Multimedia Games - Case: “Counter-Strike” – Multi-player 3D Action
> Game. In Proceedings of PRESENCE2001 Conference, May 21-23,
> Philadelphia, USA.
> [7] Singhal, S., & Zyda, M. (1999). Networked Virtual Environments:
> Design and Implementation. NY: ACM Press.
> [8] Ducheneaut, N., Yee, N., Nickell, E. & Moore, R.J. (2006).
> "Alone together?": exploring the social dynamics of massively
> multiplayer online games. In CHI '06: Proceedings of the SIGCHI
> conference on Human Factors in computing systems, pages 407{416, New
> York, NY, USA, 2006. ACM.
>
> -------------------------------------------------------------------
> Bill Kapralos, Ph.D
> Assistant Professor
> Faculty of Business and Information Technology
> University of Ontario Institute of Technology
> 2000 Simcoe Street North
> Oshawa, Ontario, Canada. L1H 7K4
> Phone: 905-721-8668 x2882
> Fax: 905-721-3167
> bill.kapralos at uoit.ca
> http://faculty.uoit.ca/kapralos
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--
Susan Gold
In a completely sane world, madness is the only freedom!
- J. G. Ballard
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