Communicating with Students in Online Environments

Author(s):  
Katrina Woolsey Jordan

The purpose of this chapter is to outline technological tools and techniques instructors can use in order to be successful in their communications with students in virtual environments thus increasing instructor productivity and efficiency as well as student success. Instructors must communicate effectively in the following areas: assignments and due dates; inactivity, missing assignments, and/or failing grades; and feedback to guide learning. The instructor must also be willing to communicate in creative ways by using various technological tools including apps and social media. Online tools and techniques covered include: discussion boards; online charts; assignments; presentations; spreadsheets, math engines, and other calculation software.

2019 ◽  
Vol 9 (4) ◽  
pp. 10-20
Author(s):  
Khadija Alhumaid

Abstract Our experience with technology is a bitter-sweet one. We relish its presence in our lives, but we dread the effect it may have on our manners, attitudes and social interactions. We open the gates of our schools to all types of technological tools, yet we fear it may badly impact our students’ performance. This article investigates the ways through which classroom technology such as iPad, Internet connection, laptops and social media, impacts negatively on education. Relevant research has proven that technology could change education negatively through four paths: deteriorating students’ competences of reading and writing, dehumanizing educational environments, distorting social interactions between teachers and students and isolating individuals when using technology.


Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
pp. 002204262110414
Author(s):  
Robyn Vanherle ◽  
Kathleen Beullens ◽  
Hanneke Hendriks

Go-along interviews among adolescents ( N = 26, M age = 16.31, SD = .83) were conducted to examine how adolescents interpret alcohol posts in terms of appropriateness and how this, in turn, plays a role in adolescents’ reactions toward alcohol posts on public and private social media entries. The findings of this study, first, indicate that alcohol posts were classified as appropriate or inappropriate based on the amount of alcohol and the displayed behavior in the post. Second, most posts, including inappropriate ones, received positive or no feedback. Moreover, adolescents deliberately seemed to withhold negative feedback out of fear of being misjudged by peers. Still, negative reactions were expressed more quickly in safer off- and online environments (i.e., face-to-face conversation and online chat messages) because they were visible to close friends only. This is important in view of prevention as it unravels the interesting role of private environments in stimulating negative interpersonal communication.


Author(s):  
Wendi Sierra ◽  
Doug Eyman

In this chapter, the authors extend Warnick’s (2007) appropriation of Toulmin’s (1958) “field-dependency” as applied through an ecological lens to examine credibility and ethos in the virtual world of a massive multiplayer online game. The authors theorize that ethos in such virtual environments is context-dependent—that it is in the interaction between designed game and user action/communication that ethos is engineered in a process that is fundamentally different from both websites (which are static) and other social media (where the environment is not nearly as much of an actor in the development of ethos/credibility). To better understand how players (as inhabitants of the game ecology) view the establishment of ethos, the authors collected in-game chat and near-game forum posts that included responses to requests for assistance or invitations to join a guild, and we asked our participants to evaluate these texts. The chapter uses the data collected about the perception of ethos to identify three key elements for successful demonstration of credibility in multiplayer games: specificity, demonstrated expertise, and experience.


Author(s):  
Sónia Pedro Sebastião

The chapter relates several of the difficulties associated with public relations as an academic subject. Bearing these obstacles in mind, a public relations academic program has been defined, along with, a teaching strategy using Web-based social media (blog and Facebook profile) to communicate with students. The main purposes of the research are: to understand how university students see public relations as a subject and to ascertain their attitude toward the importance of using web-based communication tools in the assessment of public relations disciplines. The results have shown that students understand that the use of Web-social media is important to their academic life and to their relationship with the teacher. Nevertheless, it is also admitted that the use of technological tools must be followed by motivation, interest in the subject of public relations, and in general, academic work.


This chapter surveys several classes of technologies and indicates which kinds of knowledge flows are enabled and supported relatively better and worse by such technologies. The authors look at common problems associated with the most prevalent and prominent KM technologies and then discuss interactions between such technologies and the knowledge life cycle. The discussion turns subsequently to examine expert systems technology, which addresses knowledge directly. This is followed by a discussion of simulation technology, which enables the development of tacit knowledge through practice in virtual environments. The chapter concludes with five knowledge technology principles and includes exercises to stimulate critical thought, learning, and discussion. As a note, the authors do not consider the kinds of emergent knowledge phenomena enabled via social media technologies here, but they devote the whole of the book’s third section to this topic.


Author(s):  
Poothullil Mathew Martin ◽  
Jerry Joseph Onampally

Deception and religion have evolved over the years. Deception and belief manipulation are aspects of religious communication. The digital space revolves around fake news and indicates that humans are more susceptible than ever to mental manipulation by powerful technological tools. This chapter demonstrates patterns in deceptive narrative usage in a communication of social and religious issues (CSRI) in social media among a religious community in Mumbai. Drawing from deception theory of David Ettingery and Philippe Jehiel, the exploitation by rational players of the fundamental attribution of error (FAE) made by other players, where FAE allows for belief manipulation. The authors propose that an increased presence of social media promotes patterns in CSRI in social media. The analysis depicted patterns in the preference to the use of text visual images, audio-visual, and audio formats when communicating social and religious issues.


Author(s):  
Sheik Abdullah A. ◽  
Priyadharshini P.

The term Big Data corresponds to a large dataset which is available in different forms of occurrence. In recent years, most of the organizations generate vast amounts of data in different forms which makes the context of volume, variety, velocity, and veracity. Big Data on the volume aspect is based on data set maintenance. The data volume goes to processing usual a database but cannot be handled by a traditional database. Big Data is stored among structured, unstructured, and semi-structured data. Big Data is used for programming, data warehousing, computational frameworks, quantitative aptitude and statistics, and business knowledge. Upon considering the analytics in the Big Data sector, predictive analytics and social media analytics are widely used for determining the pattern or trend which is about to happen. This chapter mainly deals with the tools and techniques that corresponds to big data analytics of various applications.


Author(s):  
Rae Carrington Schipke

This chapter discusses the need to expand upon the pedagogical components of the flipped classroom model to include what is known about motivation as it relates to Productive Persistence Theory (PPT) and social media (SM) in order to increase student success in the English language arts. Motivational incentives suggested, in part, by the PPT literature, are identified and organized by its three non-cognitive aspects of grit, growth mindsets, and belonging. Motivators for SM use are identified in the literature and categorized as seeking, expressing, and engaging. Implications drawn are that student learning is personal, developmental, and social, all operating simultaneously. Also, that this multidimensionality is involved in motivating each individual student and that SM inherently supports such motivation. A conceptual framework is presented that demonstrates how both PPT and SM allow teachers to meet students where they are in their learning and in their personal and social growth and development.


Author(s):  
Sheik Abdullah A ◽  
Selvakumar S ◽  
Ramya C

Data analytics has becoming one of the challenging platforms across various domains such as telecom, health care, social media and so on. The challenging and most promising task in analytics is the understanding of various patterns in the data. The mechanism of data retrieval and analysis seems to be the promising one in which the algorithms, techniques, way of processing data are in need with the ability to target upon large volumes of data. There are various types of analytical methods such as predictive analytics, descriptive analytics, text analytics, social media analytics and survival analytics. This chapter mainly focuses towards the mechanism of descriptive analytics its types, algorithms and applications. There are various forms of tools and techniques such as association rule mining, sequence rule mining, and data categorization such as hierarchical and non-hierarchical clustering methods with its variants.


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