Montag, 6. Februar 2017

Training on the go - mobile learning with audio media.

Today, every occupation, whether dependent or self-employed, requires that you keep your knowledge up to date at all times. Often, however, the activity itself leaves little time for further training. In addition, many forms of learning require temporal and spatial planning (e. g. the face-to-face seminar). Mobile learning (M-learning), on the other hand, promises that learning can take place spontaneously at any location - i. e. at the bus stop, in the subway or during car journeys. This is tempting because especially those who travel a lot in the car might want to use their free time for learning.

Montag, 21. November 2016

How reading on screen influences our thinking

We are influencing the environment with our technology. But it's not a one-way street. The technology in our environment affects us too. It literally changes our thinking. And not just thoughts and attitudes, but our basic thinking processes. According to a recent study, it makes a difference whether we read information on paper or on screen. Depending on the medium, different processes of information are activated.

Mittwoch, 15. Oktober 2014

Measuring the Sense of Community in Online Communities

A strong sense of community (SOC) is considered to be desirable because it fosters pro-social behavior of community members and helps deal with external challenges/threats (cf. Sense of community in virtual communities). So every community manager should be highly interested in assessing the SOC of her/his community. But measuring the SOC and interpreting the result is by no means easy.

Dienstag, 19. August 2014

Sense of Community: An Alternative Approach

The empirical study of Koh & Kim (2003) [1] on the sense of community is interesting in three respects: Firstly, the authors offer an alternative conceptualization, secondly, they try to identify antecedents, and thirdly, this study reveals the importance of offline activities for the SOC in virtual communtities.

Dienstag, 22. Juli 2014

Social Relationships in Massive Multiplayer Online Games

Two studies offer very interesting insights into the social networking behavior of players of fantasy massive multiplayer online role playing games (MMORPG or MMOG). In a longitudinal analysis Shen et al. [1] analyzed the driving factors of social relationships in EverQuest II and Ang et al. [2] had a closer look at the players in a guild in World of Warcraft. At second glance, many results can be generalized to communities of practice.

Dienstag, 6. Mai 2014

Sense of Community: Is there a fifth dimensions?

In three papers, Obst et al. [1, 2, 3] published the results of their investigation about the sense of community (SOC). They had asked 359 members of SF fandom attending Aussiecon 3, the 1999 World Science Fiction Convention about the way they feel about the fandom community (a - relational - community of interest with membership from all over the world) and about their neighbourhood (a geographical community). The main research interest was to find out whether McMillan and Chavis' four dimensions of SOC played a role in both community types (relational and geographic) and whether there is a separate fifth factor - conscious ingroup identification. Both assumptions were confirmed by the results.