Social Entrepreneurship, Smart Brands, and Epic Social Learning Networks

Author(s):  
Stavroula Kalogeras

This study explores how brand cultures can become learning communities and highlights how social networking sites can emerge as social learning platforms by way of content, conversations, and community. The purpose of this chapter is to examine the concept of learning content in online social learning networks that are initiated by a commercial enterprise to provide a competitive advantage while at the same time providing social good. The proposed framework builds a bridge between the organization and the consumer, takes into account Generation Z, and looks at self-development and knowledge consumption as the key benefit. The work considers transmedia storytelling which has emerged in marketing to expand the brand story. The concept of transmedia learning networks and brand-consumer value-competitiveness model is proposed to show the value proposition of knowledge consumption. The work embraces learning communities, introduces the theory of conversationisim, and encourages participation and conversation on a global scale.

Author(s):  
David John Lemay ◽  
Tenzin Doleck

This paper presents a social learning network analysis of Twitter during the 2020 global shutdown due to the COVID-19 pandemic. Research concerning online learning environments is focused on the reproduction of conventional teaching arrangements, whereas social media technologies afford new channels for the dissemination of information and sharing of knowledge and expertise. We examine Twitter feed around the hashtags #onlinelearning and #onlineteaching during the global shutdown to examine the spontaneous development of online learning communities. We find relatively small and ephemeral communities on the two topics. Most users make spontaneous contributions to the discussion but do not maintain a presence in the Twitter discourse. Optimizing the social learning network, we find many potential efficiencies to be gained through more proactive efforts to connect knowledge seekers and knowledge disseminators. Considerations and prospects for supporting online informal social learning networks are discussed.


Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8042
Author(s):  
Wolfgang Kremser ◽  
Stefan Kranzinger ◽  
Severin Bernhart

In gesture-aided learning (GAL), learners perform specific body gestures while rehearsing the associated learning content. Although this form of embodiment has been shown to benefit learning outcomes, it has not yet been incorporated into e-learning. This work presents a generic system design for an online GAL platform. It is comprised of five modules for planning, administering, and monitoring remote GAL lessons. To validate the proposed design, a reference implementation for word learning was demonstrated in a field test. 19 participants independently took a predefined online GAL lesson and rated their experience on the System Usability Scale and a supplemental questionnaire. To monitor the correct gesture execution, the reference implementation recorded the participants’ webcam feeds and uploaded them to the instructor for review. The results from the field test show that the reference implementation is capable of delivering an e-learning experience with GAL elements. Designers of e-learning platforms may use the proposed design to include GAL in their applications. Beyond its original purpose in education, the platform is also useful to collect and annotate gesture data.


2020 ◽  
Author(s):  
Michael Daubs ◽  
Alex Beattie

This contribution argues that companies such as Apple, Facebook, and Google are increasingly incorporating features that supposedly promote “digital well-being” to forestall regulation of their platforms and services. The inclusion of these features, such as Apple’s Screen Time, frames these commercial platforms as providing a social good by promising to encourage more “intentional” or “mindful” use of social media and mobile devices. As a result, oft-critiqued platforms are increasingly adopting the language of their critics in order to frame themselves as a social good. This strategy mimics that used by radio executives in the United States in the early twentieth century, where the medium developed as a predominantly commercial enterprise. To avoid regulation, it became necessary to perpetuate the perception that commercial broadcasters were also a social good that fulfilled a public service function. Platforms today, we assert, are inadvertently or purposefully adopting a similar tactic to position themselves as leaders in a developing digital wellness market in the hopes of avoiding future governmental regulation.


2021 ◽  
Author(s):  
Steffen Pötzschke ◽  
Bernd Weiß

Research on international migrants has seen a sharp increase during the last decades, yet sampling them remains a major challenge, especially in a cross-national setting and on a global scale. While various sampling methods are established in the field, most of them cannot easily be implemented globally due to their dependence on specific administrative or infrastructure elements or simply their costs. Since Social Networking Sites (SNS) operate on a global scale, they provide a sampling frame that can be utilized for the targeted recruitment of migrants worldwide. Increasingly used for research purposes and among the largest and most popular SNSs are Facebook and Instagram. In our project GEOOS (German Emigrants Overseas Online Survey), we utilize paid advertisements on these networks to target German emigrants, particularly Germans living outside of Europe. Our research aims to ascertain whether such ads could be used to recruit a nonprobability (migrant) sample on a global scale. More specifically, we are interested in the success of this approach concerning three performance indicators: Cost efficiency, coverage, and sample size. Our advertisement campaign ran for 18 days and resulted in total costs of about 2,223 Euro. This investment led a total of 3,895 individuals to complete the survey; of those, 98 percent belonged to the target population, meaning they were (a) either born in Germany or held German citizenship and (b) did not live in Germany. GEOOS participants lived in a total of 148 countries and territories around the globe. Similar to findings reported in previous studies on this target population, the largest sub-groups resided in predominantly Anglo-phone countries; however, taken together, participants in these countries only constitute 38 percent of our overall sample, with nearly a quarter of GEOOS participants (n = 867) living in Middle and South America, 862 residing in Asian countries, and 476 in Africa. Furthermore, a considerable share of our sample is constituted by individuals who would either not have been included in a sampling frame based on German population registers or who would have been unlikely to be reached through this method due to incomplete or outdated information.


2020 ◽  
Author(s):  
Souvik Mukherjee ◽  
Ngudup Tsering ◽  
Jinan Fiaidhi

<i>Computer science permeates our everyday lives in almost every space in the modern fast-paced world. The potential of computer science to address the world’s most complex and immediate problems is unbounded. Digital technologies have connected us to the globe, and yet after coming this far, mere technical knowledge does not seem to suffice a cause that is above the global technological requirement. Creative and interdisciplinary solutions that encompass an understanding of technology and people, along with a deep desire to improve the state of the world is the need of the hour, that is, application of cross-discipline aspects from society and technology towards development of social cause. This report gives a qualitative case study of quantitative surveys that address two of the major social challenges experienced by the society on a global scale, and explore solutions and recommendations with interactive technologies to address them. The report also discusses potential applications of mixed reality, and argues that collaborative mixed reality can be deployed towards achieving the interaction goal between different communication groups. It also suggests and proposes the employment of collaborative mixed reality games as a probable solution to minimize the social barriers encountered. The work draws upon psychology, cultural anthropology, and art and urban studies along with application areas from fields of human-computer interaction, computer supported cooperative work, and ubiquitous computing.</i>


Author(s):  
Melissa S. Martin ◽  
Rachel E. Hugues ◽  
Alison Puliatte

Generation Z students are inherently different than previous generations. These students may need adapted forms of instruction in order to match their learning styles. Collaborative learning can be adapted using cloud-computing, which helps students work together online and manage their interactions. These students may benefit from a technological twist to a common instructional strategy and are inclined to use online means of communication to complete coursework. Technology has dominated the educational experiences of these students and they are no strangers to collaborative work through e-learning platforms. Higher education institutions and instructors must develop the format of courses in order to meet the technological learning preferences of Generation Z.


Author(s):  
Barbara Kurshan ◽  
Anne Schreiber ◽  
Peter Levy

Advances in information technologies have created unique opportunities for the free exchange of ideas on a global scale. To this end, a growing number of education stakeholders are finding that applying an open source approach to content development provides an extraordinary opportunity to change the curricula paradigm. Access to quality learning materials and the free exchange of knowledge is increasing. The authors explore the increased adoption of open and shared educational resources (OSER), with such examples as Curriki. Curriki extends the model by providing an integrated learning environment and resource repository centered on a culture of collective participation.


Author(s):  
Heather Robinson ◽  
Whitney Kilgore ◽  
Aras Bozkurt

The purpose of this chapter is to present the similarities and differences of three learning communities: communities of practice (CoPs), professional learning communities (PLCs), and professional learning networks (PLNs). For this purpose, researchers adopted a qualitative phenomenological approach and interviews with three connected educators and content area experts were conducted regarding their views, perceptions, and experiences of the various learning communities and how technology (specifically Twitter) is used as part of their learning in an open community. Additionally, the interviews helped explain the current practices in community development and support, the evolution from a lurker to a contributor to a community leader, and the evolution from a community to a network.


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