Meeting Them Halfway

2014 ◽  
pp. 1427-1440
Author(s):  
Jenna Ryan

Computer mediated communication (CMC), especially via Web 2.0 technologies like social networking and casting software, has become an essential part of the lives of the current generation of college students. This chapter will explore the possibilities for the use of these technologies by universities and colleges to connect with their students and to enhance instruction. Topics covered will include Facebook, Twitter, virtual worlds, casting software, and future trends.

Author(s):  
Jenna Ryan

Computer mediated communication (CMC), especially via Web 2.0 technologies like social networking and casting software, has become an essential part of the lives of the current generation of college students. This chapter will explore the possibilities for the use of these technologies by universities and colleges to connect with their students and to enhance instruction. Topics covered will include Facebook, Twitter, virtual worlds, casting software, and future trends.


Author(s):  
Chaka Chaka

This chapter characterises the evolution of computer-mediated communication (CMC) technologies into social participation technologies (SPTs). With respect to the latter, it explores blogs, social networking sites (e.g., Facebook and MySpace), media sharing sites (e.g., Flickr and YouTube), virtual worlds (e.g., Second Life), massively multiplayer online games (e.g., Lineage and World of Warcraft), and mashups in varying degrees. It also contends that SPTs serve as instances of inscription and attention technologies in relation to users employing them. In addition, it delineates new genres, changing discourses, emerging literacies, online socialised learning and changing learners associated with SPTs. Against this background, the chapter provides, first, a short overview of the evolution of CMC technologies into SPTs. Second, it presents a case for new genres, changing discourses, emerging literacies, online socialised learning and changing learners in the context of SPTs. Last, it outlines some of the future trends likely to influence SPTs in relation to genres, discourses, literacies and online socialised learning.


Author(s):  
Joachim Kimmerle ◽  
Ulrike Cress

Addressing knowledge communication with shared databases, this chapter focuses on an asynchronous, many-to-many type of computer-mediated communication (CMC). After an introduction, which characterizes this kind of CMC and provides definitions, various aspects are discussed that influence people’s behavior in knowledge communication with shared databases. This presentation focuses on psychological rather than on technological factors. The first aspect presented is the influence of anonymity and identifiability, followed by the impact of metaknowledge. Next, costs and bonus systems, and then feedback and guidelines are discussed. Other aspects which are considered are group size and participant personality. For each of these influencing factors, underlying theoretical approaches as well as empirical results are presented. Subsequently, these considerations and findings are examined with respect to their practical applications. In conclusion, future trends in database-oriented knowledge communication are discussed.


Author(s):  
Stephen A. Schrum

As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first glance, virtual performance may have the outward trappings of theatre, some believe they don’t adhere to the basic traditional definition of theatre: the interaction between an actor and an audience. Detractors suggest that physical presence is required for such an interaction to take place. However, studies have shown that computer mediated communication (CMC) can be as real as face-to-face communication, where emotional response is concerned. Armed with this information, the author can examine how performance in a virtual world such as Second Life may indeed be like “real” theatre, what the possibilities for future virtual performance are, and may require that we redefine theatre for online performance venues.


2009 ◽  
pp. 1670-1681 ◽  
Author(s):  
Joachim Kimmerle ◽  
Ulrike Cress

Addressing knowledge communication with shared databases, this chapter focuses on an asynchronous, many-to-many type of computer-mediated communication (CMC). After an introduction, which characterizes this kind of CMC and provides definitions, various aspects are discussed that influence people’s behavior in knowledge communication with shared databases. This presentation focuses on psychological rather than on technological factors. The first aspect presented is the influence of anonymity and identifiability, followed by the impact of metaknowledge. Next, costs and bonus systems, and then feedback and guidelines are discussed. Other aspects which are considered are group size and participant personality. For each of these influencing factors, underlying theoretical approaches as well as empirical results are presented. Subsequently, these considerations and findings are examined with respect to their practical applications. In conclusion, future trends in database-oriented knowledge communication are discussed.


Author(s):  
Elayne Coakes ◽  
Dianne Willis

This paper investigates the use of computer mediated communication (CMC) in colleges of further and higher education in the UK. Analysis is carried out by institutional type as preliminary investigation shows there are considerable differences between universities and colleges in terms of email usage. A total of 30 institutions replied to the survey: 14 Universities and 16 Colleges, some by email, others by post. This percentage is approximately 6.5% of all universities in the UK and 7% of all colleges. Whilst not a large percentage in total the results were so consistent across the sectors’ replies that they can be considered sufficiently representative of their sector. The study focuses on the use of email in support of the communication process and offers insights into the range of practice involved.


2019 ◽  
Vol 11 (1) ◽  
pp. 29-43 ◽  
Author(s):  
Sabela Melchor-Couto

Technology has made an invaluable contribution to foreign language (FL) teaching, particularly so in recent years. The advanced technical capabilities offered by digital games, including voice and text chat, take the use of computer-mediated communication in language learning one step further, allowing for remote, anonymous and situated learner interaction. This article presents an overview on how virtual worlds (VWs) are being used for educational purposes and for FL teaching in particular. A literature review on existing research has been included, covering areas such as FL interaction, impact on affective variables and attitudes towards the use of these environments. Special attention will be devoted to how VW interaction may affect students’ anxiety, motivation and self-efficacy beliefs. Finally, teacher perceptions will be explored through the data collected among 179 secondary school FL teachers participating in the EU-funded TeCoLa project (‘Pedagogical differentiation through telecollaboration and gaming for intercultural and content integrated language teaching’).


Author(s):  
Bolanle A. Olaniran ◽  
Natasha Rodriguez

The use of information technology to enhance classroom learning and deliver corporate training is the latest trend and focus of much research in the computer-mediated communication (CMC) and development industry. Technological advances continue to alter the various ways in which academic and organizational training is facilitated and conducted. This paper presents a review of the available literature and trends in CMC, specifically, CMC’s theoretical approaches, types/roles, benefits/disadvantages, and contributions to academic institutions and corporate organizations. The authors also provide a discussion of future trends and implications in this subject.


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