ecep956.blogspot.com
ecep956: Group project.
http://ecep956.blogspot.com/2007/05/comparison-study-of-electronic.html
A comparison study of electronic brainstorming in two CMC environments. Second Life (SL) is an increasingly popular platform used by people with recreational, educational, as. Well as increasingly corporate interests. Both educators and employers have indicated certain characteristics of SL make it particularly conducive to brainstorming activities. A mixed-methods research design evaluated the difference between using SL and a standard instant messenger (IM) program for similar brainstorming tasks.
ecep956.blogspot.com
ecep956: 三月 2007
http://ecep956.blogspot.com/2007_03_01_archive.html
Test post for clip brainstorming. Clipped from en.wikipedia.org. One of the most important things to do before a session is to define the problem. The problem must be clear, not too big, and captured in a definite question such as “What service for mobile phones is not available now, but needed? Finding solutions for this kind of problem can be done with morphological analysis. Is a group creativity technique. That was designed to generate a large number of ideas. For the solution of a problem. In this c...
ecep956.blogspot.com
ecep956: 五月 2007
http://ecep956.blogspot.com/2007_05_01_archive.html
A comparison study of electronic brainstorming in two CMC environments. Second Life (SL) is an increasingly popular platform used by people with recreational, educational, as. Well as increasingly corporate interests. Both educators and employers have indicated certain characteristics of SL make it particularly conducive to brainstorming activities. A mixed-methods research design evaluated the difference between using SL and a standard instant messenger (IM) program for similar brainstorming tasks.
ecep956.blogspot.com
ecep956: 四月 2007
http://ecep956.blogspot.com/2007_04_01_archive.html
Reflection for the 15th week. 1 Koster, R. (2004). A theory of fun for game design: What games aren't. Gamasutra, December 3. Gee, J. P. (2004). Learning by design: Games as learning machines. Gamasutra, March, 24. Garneau, P-A. (2001). Fourteen Forms of Fun. Gamasutra, October 12. Prensky, M. (2001). Fun, Play and Games: What Makes Games Engaging. Chapter 5 in Digital Game Based Learning. NY: McGraw Hill. (From the author's website). Koster, R. (2004). Gee, J. P. (2004). Garneau, P-A. (2001). Comedy: Th...
ecep956.blogspot.com
ecep956: Reflection for the 14th week.
http://ecep956.blogspot.com/2007/04/reflection-for-13th-week_08.html
Reflection for the 14th week. 1 Avery, A. (2005). Beyond P-1: Who plays online? Digital Games Research Association 2005 Conference: Changing views- worlds in play, Vancouver, 16 - 20 June 2005, Vancouver, British Columbia, Canada: Digital Games Research Association. 2 Paras, B., and Bizzocchi. N (2007). Motivations of play in online games. CyberPsychology. And Behavior, 9, 772-775. Avery, A. (2005). Like to compete and cooperate with other players). Paras, B., and Bizzocchi. Also discovered the demograph...
ecep956.blogspot.com
ecep956: Individualized technology immersion assignment
http://ecep956.blogspot.com/2007/05/if-not-online-for-education-what-does.html
Individualized technology immersion assignment. If not online for education, what do online forums mean to you? But it is the fact. Actually, the experience was pretty well developed. There are many different forms of OFs. People can easily see them in any OF websites, online courses, online shopping websites (such as. What the scholars say? Successful employment of online forums can foster a knowledge building community in which desired student qualities are cultivated. Qing Li. (2004). In 1999, the.
ecep956.blogspot.com
ecep956: Reflection for the 15th week.
http://ecep956.blogspot.com/2007/04/reflection-for-15th-week.html
Reflection for the 15th week. 1 Koster, R. (2004). A theory of fun for game design: What games aren't. Gamasutra, December 3. Gee, J. P. (2004). Learning by design: Games as learning machines. Gamasutra, March, 24. Garneau, P-A. (2001). Fourteen Forms of Fun. Gamasutra, October 12. Prensky, M. (2001). Fun, Play and Games: What Makes Games Engaging. Chapter 5 in Digital Game Based Learning. NY: McGraw Hill. (From the author's website). Koster, R. (2004). Gee, J. P. (2004). Garneau, P-A. (2001). Comedy: Th...
ecep956.blogspot.com
ecep956: test post for clip_brainstorming
http://ecep956.blogspot.com/2007/03/test-post-for-clipbrainstorming.html
Test post for clip brainstorming. Clipped from en.wikipedia.org. One of the most important things to do before a session is to define the problem. The problem must be clear, not too big, and captured in a definite question such as “What service for mobile phones is not available now, but needed? Finding solutions for this kind of problem can be done with morphological analysis. Is a group creativity technique. That was designed to generate a large number of ideas. For the solution of a problem.
ecep956.blogspot.com
ecep956: Reflection for the 11th Week.
http://ecep956.blogspot.com/2007/03/reflection-for-11th-week_18.html
Reflection for the 11th Week. Main Course pt.1. Wallace, P. (1999). Group dynamics in cyberspace. The psychology of the Internet (pp. 55-83). London: Cambridge University Press. [ Read this eBook. Main Course pt.2. Williams, D. (2007, in press). The impact of time online: Social capital and cyberbalkanization. NH, and Hillygus. The impact of internet. Wallace, P. (1999). Emerged among the huge number of forums and chatrooms. This could be very supportive for the group project.). Encourages online social ...