Privacy and Territoriality Issues in an Online Social Learning Portal

2017 ◽  
Vol 11 (1) ◽  
pp. 1-17 ◽  
Author(s):  
Mohd Anwar ◽  
Peter Brusilovsky

Following the popularity of Wikipedia, community authoring systems are increasingly in use as content sharing outlets. As such, a Web-based portal for sharing of user-generated content (e.g., course notes, quiz answers, etc.) shows prospect to be a great tool for social E-Learning. Among others, students are expected to be active contributors in such systems in order to offer and receive peer-help. However, privacy and territoriality concerns can be potential barriers to wide adoption of such technology. Understanding the preference for sharing learning content is the first step to address privacy and territoriality concerns of content providers. The authors conduct a survey among students in four university courses in order to learn their preference for sharing notes and quiz answers with three target groups: instructor, peer, and stranger (i.e., someone outside their class). The authors also examine the preference for acceptable method of sharing by inquiring about three methods: “anonymous sharing,” “pseudonymous sharing,” and “sharing with name”. They further investigate the importance of “content type,” “sharing method,” and “accessor type” on the preference for sharing. The survey also reveals respondents' self-reported reasons for controlling access to their generated learning content. The survey data indicate that even though the respondents have various levels of concerns, almost all of them are willing to share. The authors observe relationships between content type and respondents' preference over each of these parameters: accessor type, commentator type, and sharing method.

Author(s):  
Mohd Anwar ◽  
Peter Brusilovsky

Following the popularity of Wikipedia, community authoring systems are increasingly in use as content sharing outlets. As such, a Web-based portal for sharing of user-generated content (e.g., course notes, quiz answers, etc.) shows prospect to be a great tool for social E-Learning. Among others, students are expected to be active contributors in such systems in order to offer and receive peer-help. However, privacy and territoriality concerns can be potential barriers to wide adoption of such technology. Understanding the preference for sharing learning content is the first step to address privacy and territoriality concerns of content providers. The authors conduct a survey among students in four university courses in order to learn their preference for sharing notes and quiz answers with three target groups: instructor, peer, and stranger (i.e., someone outside their class). The authors also examine the preference for acceptable method of sharing by inquiring about three methods: “anonymous sharing,” “pseudonymous sharing,” and “sharing with name”. They further investigate the importance of “content type,” “sharing method,” and “accessor type” on the preference for sharing. The survey also reveals respondents' self-reported reasons for controlling access to their generated learning content. The survey data indicate that even though the respondents have various levels of concerns, almost all of them are willing to share. The authors observe relationships between content type and respondents' preference over each of these parameters: accessor type, commentator type, and sharing method.


2021 ◽  
Author(s):  
S.C.M. de S Sirisuriya ◽  
L. Ranathunge ◽  
S.P. Karunanayake ◽  
N. A. Abdullah

2011 ◽  
pp. 172-203
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


2017 ◽  
Vol 35 (4) ◽  
pp. 473-489 ◽  
Author(s):  
Fei-Fei Cheng ◽  
Chui-Chen Chiu ◽  
Chin-Shan Wu ◽  
Der-Chian Tsaih

Purpose The purpose of this paper is to investigate the effect of user’s learning style (including accommodators, divergers, convergers, and assimilators) on user’s satisfaction on the web-based learning system and their learning effectiveness. Design/methodology/approach This experimental research used the college students from a technology institute in Taiwan as the subject sources. By using the Kolb’s learning style model, the students are classified as four types of learners: convergers, divergers, assimilators, and accommodators. The authors analyzed the relationships among the different learning styles with their effectiveness of learning and satisfaction of using the web-based learning system. The mediation effect of gender is also presented. Findings This research indicates that: first, the satisfaction of the web-based learning system has significant influence on the learning performance of learners; second, different learning styles learners have no significant effect to the satisfaction on using the web-based learning system; third, learning effectiveness has significant difference among different learning style learners on the web-based learning system; the learning effectiveness of accommodators and divergers was significantly higher than the assimilators; fourth, different learning styles learners show significant difference in gender proportion. In addition to accommodators, whose proportion of women is higher than men, the other three learning styles’ proportions in men are higher than women. Research limitations/implications This study was grounded in the Kolb’s learning style theory. The authors provide implications for academic studies in e-learning research stream that aimed at understanding the role of learning style as well as gender differences in the asynchronous web-based learning system. Practical implications Results from this study provided the implications for students, educators, and e-learning system designers. The design of teaching materials as well as functions of e-learning systems should take learners’ learning style into consideration to ensure the best learning outcome. Originality/value This study examined the students’ learning style as well as gender differences in the asynchronous web-based learning system. An experiment was conducted to ensure the data were collected in a controlled environment, thus, offer the value that most of the prior study lacks.


2017 ◽  
Vol 12 (2) ◽  
pp. 218-229 ◽  
Author(s):  
Lynnard Mondigo ◽  
Demelo Madrazo Lao

Purpose The purpose of this paper is to develop a web-based interactive learning object (ILO) of introductory Computer Science (CS) concept on recursion and compare two feedback methods in the learning assessment part. Design/methodology/approach Test driven development (TDD) approach was used to develop ILO. The authors adapted Multimedia Educational Resource for Learning and Online Teaching (MERLOT) standard instrument to evaluate ILO’s effectiveness as an e-learning tool. Three respondents, from a list of pre-identified prospective evaluators, were randomly chosen and served as raters for MERLOT, while 32 student-respondents coming from first-year Math and CS undergraduate majors were randomly assigned to each ILO version implementing either one of the two feedback methods. Findings ILO obtained mean ratings above 4 (in scale 1-5) in three MERLOT criteria, namely, potential effectiveness as teaching tool, ease of use, and quality of content, which is rated highest (mean=4.40, SD=0.53). The study also revealed that immediate feedback increases retention while delayed feedback improves generating new knowledge. Respondents who viewed the ILO implementing immediate feedback in their first session had statistically significantly higher scores (mean=8.25, SD=0.80) than those who viewed with delayed feedback (mean=7.63, SD=0.89). In their second session, the same observation was noted although with higher mean scores. These results give evidence that the developed ILO met standards in e-learning material and showed evidence of its effectiveness with preferably implementing immediate feedback. Research limitations/implications Although the developed ILO can now be used in school as supplementary learning material in teaching the concept of recursion in an introductory CS subject, a pilot testing of the web-based ILO using a larger sample of respondents to validate its effectiveness for online distance learning educational material can be pursued. Furthermore, in designing and creating an ILO, the provision of feedback during the assessment stage is necessary for effecting learning. Originality/value The study was a first to develop ILO for CS topic on recursion. The paper also compared which of two known feedback methods is best to implement in an ILO.


2008 ◽  
pp. 733-764
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


2021 ◽  
pp. 039156032110012
Author(s):  
Tommaso Calcagnile ◽  
Maria Chiara Sighinolfi ◽  
Luca Sarchi ◽  
Simone Assumma ◽  
Beatrice Filippi ◽  
...  

Objective: To evaluate the impact of an e-learning online event, created for supporting resident’s training during the slowdown of surgical and clinical activities caused by COVID-19 pandemic. An overview of PubMed literature depicting the state of the art of urology residency in the COVID-19 era was performed as well, to contextualize the issue. Methods: An online learning event for residents was set up at the beginning of the pandemic; the faculty consisted of experts in urology who provided on-line lectures and videos on surgical anatomy, procedures, updates in guidelines, technology, training. The audience was composed of 30–500 attendees from Italy, USA, India and Belgium. A questionnaire to analyze relevance, satisfaction and popularity of the lessons was mailed to 30 local residents. Results and limitations: Almost all residents defined the web environment suitable to achieve the learning outcomes; the method, the number and the competence of the faculty were appropriate/excellent. Most of the younger residents (81.8%) stated their surgical knowledge would improve after the course; 72.7% declared they would take advantage into routine inpatients clinical activity. Nineteen more expert residents agreed that the course would improve their surgical knowledge and enhance their practical skills; almost all stated that the initiative would change their outpatients and inpatients practice. Overall, 44 articles available in PubMed have addressed the concern of urological learning and training during the pandemic from different standpoints; four of them considered residents’ general perception towards web-based learning programs. Conclusions: The paper confirms residents’ satisfaction with e-learning methods and, to our knowledge, is the first one focusing on a specific event promptly settled up at the beginning of the outbreak. Web-based educational experience developed during the pandemic may represent the very basis for the implementation of prospective on-site training and overall scientific update of future urologists.


Author(s):  
Mohd. Yazid Idris ◽  
Deris Stiawan ◽  
Nik Mohd Habibullah ◽  
Abdul Hadi Fikri ◽  
Mohd Rozaini Abd Rahim ◽  
...  

2008 ◽  
pp. 1125-1155
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


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