Designing online systems to stimulate and support knowledge exchange, collaborative learning and innovation in distributed communities of professionals is a challenging task. In this paper we document the design of CMTube, a system aimed at stimulating and supporting value-adding online interactions among a distributed group of independent higher education professionals using the same learning approach, i.e., a management simulation. CMTube is based on latest web trends and makes extensive use of video, profiling, game dynamics, agents and network visualisations in order to capture the attention and involvement of community members by generating three different types of value: connection value, actionable learning value, as well as entertainment and instant gratification value. We also discuss the assessment of these different value dimensions, as well as ongoing and planned research directions.

Angehrn, A., Maxwell, K., Luccini, M., Rajola, F., Designing Effective Collaboration, Learning and Innovation Systems for Education Professionals, <<INTERNATIONAL JOURNAL OF KNOWLEDGE AND LEARNING>>, 2009; 5 (3-4): 193-206. [doi:10.1504/IJKL.2009.031195] [http://hdl.handle.net/10807/56522]

Designing Effective Collaboration, Learning and Innovation Systems for Education Professionals

Rajola, Federico
2009

Abstract

Designing online systems to stimulate and support knowledge exchange, collaborative learning and innovation in distributed communities of professionals is a challenging task. In this paper we document the design of CMTube, a system aimed at stimulating and supporting value-adding online interactions among a distributed group of independent higher education professionals using the same learning approach, i.e., a management simulation. CMTube is based on latest web trends and makes extensive use of video, profiling, game dynamics, agents and network visualisations in order to capture the attention and involvement of community members by generating three different types of value: connection value, actionable learning value, as well as entertainment and instant gratification value. We also discuss the assessment of these different value dimensions, as well as ongoing and planned research directions.
2009
Inglese
Angehrn, A., Maxwell, K., Luccini, M., Rajola, F., Designing Effective Collaboration, Learning and Innovation Systems for Education Professionals, <<INTERNATIONAL JOURNAL OF KNOWLEDGE AND LEARNING>>, 2009; 5 (3-4): 193-206. [doi:10.1504/IJKL.2009.031195] [http://hdl.handle.net/10807/56522]
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10807/56522
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