bluuebunny/crossref_metadata_2025 huggingface dataset:
Integration of Vegetation With Architecture Forms
Authors: Zinowiec-Cieplik Kinga
Published: February 2018

One of the most interesting ways of returning nature to the city is green architecture, which embraces hybrid buildings at the base of the coexistence of the natural and building worlds. By definition, green architecture does not have to be green at all. Nevertheless, it takes on a number of hybrid forms integrated with vegetation. Built and natural form in the composition is inseparably “tangled” – one follows other to form a cohesive whole. Green architecture becomes part of a larger green infrastructure system. The idea of green infrastructure leads to passage from passive protection, to the active-present in every aspect of human life. It is a development tool respecting the laws of nature. Architecture enters the world of nature as never before, clings to it through the cooperation of designers with specialists in environmental sciences from cellular microbiology to macro scale processes in ecosystems. This requires designers to be particularly sensitive to the natural world, understanding and accepting its rules.
The Psychology of Meat Consumption
Authors: Šedová Iveta , Vandrovcová Tereza
Published: February 2018

This chapter starts with a brief outline of the historic development of the interspecies relationships and discusses the role of norms in changing behavior. Norms play a role in maintaining the ideology of carnism which enables people to eat the flesh of certain animals due to the invisibility of meat production and to the mechanisms of objectification, deindividualization and dichotomization of livestock. According to the meat paradox theory, people alleviate the unpleasant feelings about eating animal flesh by diminishing the minds of the eaten animals. The 4N (normal, natural, necessary and nice) rationalizations which justify eating meat in current society are also pointed out. Furthermore, the role of values, attitudes and different type of motivations are discussed. In conclusion, possible ways of employing community-based social marketing are offered.
Livestock's Near-Term Climate Impact and Mitigation Policy Implications
Authors: Wedderburn-Bisshop Gerard , Rickards Lauren
Published: February 2018

Human consumption of livestock remains a marginal issue in climate change debates, partly due to the IPCC's arbitrary adoption of 100-year global warming potential framework to compare different emissions, blinding us to the significance of shorter-term emissions, namely methane. Together with the gas it reacts to form - tropospheric ozone - methane has been responsible for 37% of global warming since 1750, yet its atmospheric life is just 10 years. Neglecting its role means overlooking powerful mitigation opportunities. The chapter discusses the role of livestock, the largest anthropogenic methane source, and the need to include reduced meat consumption in climate change responses. Looking beyond the conventional focus on the consumer, we point to some underlying challenges in addressing the meat-climate relationship, including the climate science community's reluctance to adopt a short-term focus in its climate projections. Policy options are presented.
Taxing Meat and Animal Food Products
Authors: Marinova Dora , Raphaely Talia
Published: February 2018

This chapter develops the argument for taxing meat and animal-based products higher than other foods because of their negative effects on both human health and the environment. This includes a disproportionately higher contribution to climate change compared to plant-based options. With the taxation system serving as a mechanism for revenue collection and distribution, it is important to make transparent the reasons for taxing animal foods as well as the services and facilities which will benefit from the increased government proceeds. The example of goods and services tax (GST) in Australia is used to estimate the additional state revenue that can be collected through taxing meat. Taxing also acts as a social marketing mechanism to push consumption away from animal based food products and towards better dietary choices.
Electromagnetic Compatibility for Space Applications
Authors: Tsatalas Stylianos
Published: February 2018

In a space system or equipment, electromagnetic compatibility is a critical aspect affecting its operation, function, and performance. In the beginning of this chapter, an overview of the electromagnetic compatibility main considerations is provided. Then the main electromagnetic compatibility standards and relative useful handbooks for space applications are briefly presented. Testing methods and procedures to assess electromagnetic compatibility of space systems and units are discussed briefly covering all kinds of measurements. Moreover, information regarding the instrumentation and the testing facilities is also provided. Mission testing requirements and limits are also presented as examples for every electromagnetic compatibility test. Recent developments in test methods are also discussed where applicable.
“Virtual Reality” Reconsidered
Authors: Benjamin Garfield
Published: February 2018

The term ‘virtual reality' is used widely in contemporary culture to evoke the false worlds of the imagination digital technology has enabled us to create. However, the term itself remains ill defined, particularly amidst recent developments in theories of virtuality and reality that have left contradictory marks on VR. The phrase ‘virtual reality' has become problematic, and is in need of a reconsideration for its continued relevance. This chapter assesses the term throughout its development and in the context of other theorisations such as cinema and cyberspace that have dominated recent digital theory. Taking the Deleuzian expansion of the Virtual and the Lacanian expansion of the Real, the chapter interrogates the constituent processes of VR to suggest a new mode of conceiving the technologies in terms of a parallax between virtual-real and physical-digital within contemporary thought, which will then be applied to a conceptual framework for digital creative practices.
Design Principles for an Intelligent-Augmented-Reality-Based M-Learning Application to Improve Engineering Students' English Language Skills
Authors: Bozdogan Derya , Kasap Buket , Köse Utku
Published: February 2018

Introducing an intelligent augmented reality based M-learning application designed and developed for improving engineering students' English language skills, this chapter reports a work-in-progress that focuses on system design procedure. The application consists of Artificial Intelligence (AI) based functions to ensure an effective learning flow while taking advantages of game-based learning by providing a story board structure with a content tree. Four design principles “fair use, flexible use, fault tolerance, educational climate” by Elias in addition to Stockwell and Hubbard's principles for mobile supported language learning have been taken into account. Furthermore, the proposed system here employs an effective approach combining both real and virtual environments to achieve an Augmented Reality based learning experiences for students. After the introduction of the application, the chapter outlines how it will be processed in the future.
Digital Technologies in Architecture and Engineering
Authors: Eloy Sara , Dias Miguel Sales , Lopes Pedro Faria , Vilar Elisângela
Published: February 2018

This chapter focuses on the development and adoption of new Multimedia, Computer Aided Design, and other ICT technologies for both Architecture and Computer Science curricula and highlights the multidisciplinary work that can be accomplished when these two areas work together. The authors describe in detail the addressed educational skills and the related developed research and highlight the contributions towards the improvements of teaching and learning in those areas. This chapter discusses the role of digital technologies, such as Virtual Reality, Augmented Reality, Multimedia, 3D Modelling software systems, Design Processes and its evaluation tools, such as Shape Grammar and Space Syntax, within the Architecture curricula.
Use of Augmented Reality a New Vision on the Massive Open Online Courses
Authors: Ponce Julio , Ornelas Francisco , Álvarez Francisco , Toscano Beatriz
Published: February 2018

This study explains the importance of use Augmented Reality in education and how it can be used on the Massive Open Online Courses (MOOCs) in order to improve specific advantages. Augmented reality (AR) is an area that mixes real-world images, whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. This study further shows the development tools, application areas, and results obtained through augmented reality in the education, as a support tool to achieve the primary objective of education, which is learning through the use of MOOCs, making it a more attractive with the use of information and communication technologies. Currently there is a great variety of applications that use the augmented reality in areas such as medicine, military, education, among others.
Existing Standards and Programs for Use in Mobile Augmented Reality
Authors: Ekren Gülay , Keskın Nilgun Ozdamar
Published: February 2018

Augmented reality (AR) brings flexibility and openness to learning. It also strengthens connections between learners in multiple contexts by adding a new dimension to mobile learning. As well, AR facilitates the learning process of the learners by bringing different disciplines together with education. This chapter focuses on technologies, tools, programs, operating systems, a number of standards as well as some parts of web infrastructure standards for use in mobile AR applications and then discusses the current state, issues, and direction of the development and the use of these apps. The purpose of this chapter is to provide information on that can be used by developers of mobile AR applications for learning and to assist educators and instructional designers in developing mobile augmented reality apps for learning by using AR development tools that provide them to create custom mobile AR applications without programming skills.
Augmented Reality as a Tool to Enhance the Experiential Value of Online Shopping
Authors: Çadırcı Tuğçe Ozansoy , Köse Şirin Gizem
Published: February 2018

Perceived shopping value is an essential factor that affects the purchase decisions of consumers (Babin, Darden & Griffin, 1994). Former research has proved that experiential value associated with shopping activities helps retailers to create sustainable relationships with their consumers (Mathwick, Malhotra & Rigdon, 2001). Therefore, many retailers are seeking for interactive applications that facilitate the online shopping experience. Applications like Augmented Reality (AR) which provides a direct product experience for online shoppers can be a valuable tool for online fashion retailers. This paper aims to provide insights about AR applications' probable experiential value in online fashion retailing. As a result, a conceptualization of AR's experiential value is proposed with hedonic and utilitarian value perspectives combined with assumed benefit and risks of online shopping that can be eliminated with the use of AR technology.
Integration of Augmented Reality and Virtual Reality in Building Information Modeling
Authors: Boga Sai Rohit Chenchu , Kansagara Bhargav , Kannan Ramesh
Published: February 2018

In an educational perspective, unlike other disciplines, hands-on practice is difficult to come by in Civil Engineering. By providing a student with a realistic 3D simulation, we propose a concept that improves the understanding of the individual and eliminate guess-work entirely. Our platform that makes education fun and interactive by eliminating the constraints of a conventional teaching environment by incorporating Virtual Reality (VR) or Augmented Reality (AR) as a tool. AR can help the target audience visualize a model (to scale) in all three dimensions in the palm of their hand. This chapter explores the use of interactive 3D game environments in design visualization in Building Information Modeling (BIM) by adopting various available software packages and APIs. VR will allow the prospective customer to enter and explore a structure before it is constructed. This can be achieved by making use of a powerful game engine, in this case, Unity3D. In this chapter, we will describe ways to pivot Unity's functions towards the benefit of civil engineering.
Virtual Learning
Authors: Burkle Martha , Magee Michael
Published: February 2018

This chapter explores the seamless learning opportunities that video games and virtual reality offer for learners and instructors. Interacting with content, with each other, and with learning processes in virtual environments, learning becomes a process combined with discovery and fun. The authors analyze emerging trends and learning understandings (epistemologies) built by video game users and learners represented in the forms of avatars. Digital environments are in fact transforming the way learners and instructors (faculty) interact with each other in and across contexts. Using data from two parallel research projects, the chapter examines students' self identity construction, problem solving, and learning in virtual environments. The authors suggest that learning epistemologies that take place in virtual reality should be brought back to the classroom or to the online environment (by the instructional designer or the game developer) and impact the way learning takes place in this ‘real'/physical environments.
Integrating Music Into Math in a Virtual Reality Game
Authors: Lim Taehyeong , Lee Sungwoong , Ke Fengfeng
Published: February 2018

The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this study. Participants' perceptions, experiences, and interactions regarding the game were examined through observation, screen recording, survey, and interviews. A thematic analysis found three major themes: Transformative presentation of fractions via musical concepts, integration of music into math to enhance learner motivation, and learning-constructive game design features. The findings showed that the concept of fractions is effectively represented via beat-making in the virtual reality game. The study also illustrated that musical term clarification and adaptive, haptic manipulation are salient design features that influence game-based learning.
Immersive Virtual Reality as a Non-Pharmacological Analgesic for Pain Management
Authors: Gromala Diane , Tong Xin , Shaw Chris , Jin Weina
Published: February 2018

In the 1990s, when immersive Virtual Reality (VR) was first popular, researchers found it to be an effective intervention in reducing acute pain. Since that time, VR technologies have been used for treating acute pain. Although the exact mechanism is unclear, VR is thought to be an especially effective form of pain distraction. While pain-related virtual environments have built upon pain distraction, a handful of researchers have focused on a more difficult challenge: VR for long-term chronic pain. Because the nature of chronic pain is complex, pharmacological analgesics are often insufficient or unsustainable as an ideal long-term treatment. In this chapter, the authors explore how VR can be used as a non-pharmacological adjuvant for chronic pain. Two paradigms for virtual environments built for addressing chronic pain have emerged – Pain Distraction and what we term Pain Self-modulation. We discuss VR's validation for mitigating pain in patients who have acute pain, for those with chronic pain, and for addressing “breakthrough” periods of higher pain in patients with chronic pain.
Significance of Virtual Reality-Based Rehabilitation in Acquired Brain Injury
Authors: Dores Artemisa R. , Mendes Liliana , Carvalho Irene P. , Guerreiro Sandra , Almeida Isabel , Barbosa Fernando
Published: February 2018

Recent research has shown the potential of Virtual Reality (VR) in the field of rehabilitation, namely neurocognitive rehabilitation. This technology will certainly revolutionize the rehabilitation of the future. Its advantages include greater ecological validity than conventional rehabilitation methods, provision of safe contexts for learning/training, the possibility of programs to be contingent on patient performance, with increasing levels of task difficulty and provision of immediate feedback, and the use of a “game factor” that promotes motivation for participation. These are important aspects in the rehabilitation of patients with acquired brain injury. Patients with this and other types of neurological injuries endure cognitive deficits that cause difficulties in independent functioning and daily-life activities. Their rehabilitation calls for systematic intervention programs that are theoretically grounded and use innovative approaches to their advantage. In this paper we present a review about the advantages of VR in the generalization of acquired skills to real-life contexts, to promote patients' functionality and quality of life, and propose an innovative program of neurocognitive rehabilitation. Research in the field shows positive effects of VR programs, but urges progress in terms of the development of techniques (e.g., facial synthesis and of more research on the impact of these interventions. Future studies should also explore the existence of neuro-anatomical correlates of behavioral changes, contributing to the investigation of the relationship between neural plasticity and behavior and providing evidence for clinical practice.
Pure Land UNWIRED
Authors: Greuter Stefan , Kenderdine Sarah , Shaw Jeffrey
Published: February 2018

The Mogao Grottoes located in Gansu Province of north-western China consist of 492 cells and cave sanctuaries carved into the cliffs above the Dachuan River in Mogao. A UNESCO World Heritage Site, they comprise the largest, most richly endowed, and oldest treasure house of Buddhist art in the world. However, for preservation and conservation reasons most of the caves are now closed to the public. This chapter discusses the range of technologies currently available for the virtual representation of Cave 220, just one of the many caves located at this site. In particular, the chapter focuses on the latest prototype, developed by the authors called Pure Land UNWIRED which uses a virtual reality platform specifically designed for a unique single user full-body immersive virtual reality experience. The discussion includes technical and evaluative analysis of this prototype.
Future Direction of Gamification Within Higher Education
Authors: Costello Robert
Published: February 2018

This chapter provides a critical pathway for the uses of Augmented Reality (AR) and Virtual Reality (VR) within Gamification. The chapter starts with an introduction to gamification, AR and VR. It follows with different explorations of AR and VR, on where different research is heading and the benefits they are having on the learner, educator and the learning environment itself. Finally, the chapter critically analyses future possible directions gamification can have within Higher Education.
Improved Interaction for Mid-Air Projection Screen Technology
Authors: Palovuori Karri , Rakkolainen Ismo
Published: February 2018

Mid-air, walk-through fogscreens are frequently used in trade shows, theme parks, museums, concerts, etc. They enhance many kinds of entertainment experiences and are captivating for the audience. Currently, they are usually employed only as non-responsive, passive screens for “immaterial” walk-through special effects. Suitable sensors can turn fogscreens into interactive touch screens or walk-through virtual reality screens. Several interactive systems have been implemented. However, the cost and other features of 2D and 3D tracking sensors have been prohibitive for wider commercial adoption. This chapter presents a Microsoft Kinect-based 2D and 3D tracking for mid-air projection screens. Kinect cannot track through the fogscreen due to disturbances caused by fog. In addition to robust tracking and lower cost, the custom Kinect tracking also brings along other advantages such as possibilities for projector's hotspot removal, ballistic tracking, multi-user, multi-touch, and virtual reality setups, and novel user interfaces.
Supporting Motion Capture Acting Through a Mixed Reality Application
Authors: Kade Daniel , Lindell Rikard , Ürey Hakan , Özcan Oğuzhan
Published: February 2018

Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.
Cultural Orientation Differences and Their Implications for Online Learning Satisfaction
Authors: Tankari Moussa
Published: February 2018

The purpose of this chapter, which uses sociocultural learning theory as its framework and a mixed-methods study design, is to understand the differences between personal culture orientation and online learning satisfaction by examining culture at the macro and micro level in an online learning environment. More specifically, this chapter examines the cultural orientation differences among graduate students enrolled in at least one online course in the fall of 2011 at a Western institution of higher education and how these cultural differences impact their level of satisfaction with online learning. Both quantitative and qualitative data is collected, respectively, via surveys, and interviews indicate that, although culture does not directly affect satisfaction, there is a need to raise awareness about the critical factors that may affect online learning experience and to provide guidance for practice and future research.
A Model for Discussing the Quality of Technology-Enhanced Learning in Blended Learning Programmes
Authors: Casanova Diogo , Moreira António
Published: February 2018

This paper presents a comprehensive model for supporting informed and critical discussions concerning the quality of Technology-Enhanced Learning in Blended Learning programmes. The model aims to support discussions around domains such as how institutions are prepared, the participants' background and expectations, the course design, and the learning process. The research that supported the design of this model was framed by a Grounded Theory method, combining different approaches to empirical data collection with a review of evaluation models on aspects of the quality of Online and Distance Learning. Throughout the paper, arguments are made that Higher Education institutions need to be more critical with regard to the use of Technology-Enhanced Learning, and to support it as a counterpart to face-to-face learning and teaching. The model provides a framework for teachers in Higher Education to reflect and discuss the quality of Technology-Enhanced Learning in their Blended Learning programmes.
The Community of Inquiry Framework, Blended Learning, and the i2Flex Classroom Model
Authors: Swan Karen
Published: February 2018

The Community of Inquiry (CoI) framework was developed by researchers interested in exploring learning in online discussions who grounded their thinking in social constructivist notions of inquiry-based teaching and learning. The i2Flex approach is similarly grounded in social constructivism and inquiry, thus it makes sense to explore the CoI framework with the hope of informing i2Flex models. The purpose of this chapter is to do so. The chapter summarizes the way the CoI framework is conceptualized as developing from the interaction of three presences, and reviews research on the effects of each presence on teaching and learning. The development and validation of a CoI survey and some of the research it has enabled is also discussed. In particular, the chapter examines a course redesign project that significantly improved learning outcomes in four online courses which seems ideally suited the ongoing development of i2Flex classes. The chapter concludes with an examination of two other frameworks for structuring blended learning that might be applicable to i2Flex classes.
Designing Learning in Social Online Learning Environments
Authors: Bonanno Philip
Published: February 2018

The widespread use of social media challenges educators to reflect about their pedagogical potential in promoting both informal and formal learning. A brief review of the literature points to the major pitfalls on a social level of learning management systems and on the strengths of social media in promoting information exchange and interaction. This chapter shows how social networks can be integrated in formal learning through a learning design approach. A connectivist process-oriented pedagogical model, comprising dimensions and levels of interactions, is proposed to guide the design of learning activities in terms of interactions throughout the domain, technology, and community dimensions. Using Edmodo as an example of a Social Online Learning Environment, templates are used to design a domain-oriented instructional experience, a collaborative learning activity and a contributory learning activity. Besides the experiential component, each of these activities includes a metacognitive component to promote a reflective attitude and the necessary personal and collective metacognitive skills when using online learning environments.
Placing Technology in Learner-Centered Design Through Blended Learning in Post-Secondary Education
Authors: Reid Doug , Ewing John
Published: February 2018

Two university education courses were converted from face-to-face delivery to a blended learning delivery model. Ideally the conversion took place to leverage new pedagogical understandings and new technologies to improve student learning. The redesign of the courses also came about for economic and scheduling reasons. The result of this conversion was the creation of two new blended learning courses that were designed to be learner centered, constructivist, and reflective. In theory, two different courses were created demonstrating the possibilities available when applying theoretical practices to course redesign. In practice, this allowed pre-service teachers to experience a pedagogically appropriate course that they can use as a model later in their own professional practice. It also emphasized the importance of giving learners control of their learning, their time and valuing their input into course design.
Redefining the Classroom
Authors: Gupta Shikha , Taneja Sheetal , Kumar Naveen
Published: February 2018

The printing technology revolutionized the dissemination of knowledge at a pace never conceived of earlier. In recent times, radio and television brought education within the reach of masses. More recently, the multimedia technology, and Internet have revolutionized the delivery of education. Top universities of the world have collaborated to develop massive open online courses (MOOCs) that are made available to public either free of charge or at a nominal cost. Mainly supported by start-ups such as Coursera, Udacity, and EdX, MOOCs are mostly created by universities in United States and Europe. This essay reviews the impact of these changes on higher education using available reports, articles, and meta-analyses. Although there is no conclusive evidence of the impact of MOOCs, there is a strong possibility of MOOCs leaving a lasting mark on the traditional higher education system. This chapter falls within the book section ‘RIA and education practice of MOOCs,' aligning to the discussion on the topic of ‘educational training design.'
Minecraft Server Project
Authors: Acholonu Ugochi , Dickinson Jessa , Amato Dominic , Pinkard Nichole
Published: February 2018

Opportunities to participate in computing-related informal programs are limited in terms of quantity and geographic distribution. This limitation is due, in part, to the dearth of adults who have the expertise to mentor youth on computational concepts. This chapter introduces the Digital Youth Network Minecraft Server Project, which aims to reduce the barriers to for non-expert adults to be able to provide informal, computing-related learning opportunities to diverse youth. Using Minecraft, an online multiplayer game, the authors investigate a blended approach to mentorship that diversifies who can lead informal computing opportunities. This study examines learner-mentor interactions in a Synchronous Blended Learning Environment (SBLE) focused on engaging African American and Latina middle school girls in computer science. The chapter concludes with design recommendations for SBLEs to better support the needs of mentors facilitating computing opportunities for African American and Latina middle-school girls.
Teachers Conceptions and Approaches to Blended Learning
Authors: Caravias Vicki
Published: February 2018

This paper presents a critical review and synthesis of research literature in higher education exploring teachers' conceptions of blended learning and their approaches to both design and teaching. Definitions of blended learning and conceptual frameworks are considered first. Attention is given to Picciano's Blending with Purpose Multimodal framework. This paper builds upon previous research on blended learning and conceptual framework by Picciano by exploring how objectives from Picciano's framework affect teachers' approaches to both design and teaching in face-to-face and online settings. Research results suggest that teachers use multiple approaches including face-to-face methods and online technologies that address the learning needs of a variety of students from different generations, personality types and learning styles.
Critical Success Factors in the Adoption of Technologies in Education in Higher Education
Authors: Mesquita Anabela , Peres Paula
Published: February 2018

Distance learning has evolved a lot since the moment students received materials by mail and as regular correspondence. At that time, students worked already at their own pace and concluded training according to their professional work and agenda. Today, although courses by correspondence still exist, they are being quickly replaced by distance learning. And the success of this format of education are at the basis of the emergence of different offers and new business models. The success of adoption of technology depends on several factors related with the organization where it is implemented and with the individuals involved. In this paper, the authors will present a case, the evolution of the solutions offered concerning distance learning in the school under study, the actual offers and the concerns for the future. The authors will identify the factors that enabled or constrained this evolution. They will also raise some questions that are still unanswered and will point out some clues for future research.
Contradictions and Expansive Transformation in the Activity Systems of Higher Education International Students in Online Learning
Authors: Murphy Elizabeth , Rodríguez-Manzanares María A.
Published: February 2018

This chapter features a description of three contradictions (i.e., disconnects) in the activity system of international higher education students in online learning. These disconnects are interpreted in relation to the constructs of teaching presence, real presence, and social and cultural presence and analyzed in terms of their origins in face-to-face, time- and place-dependent contexts of learning. Teaching presence is the external (to the student) regulation and management of learning, real presence is the sensory-rich character of learning, and social and cultural presence relate to specific types of interactions and communication that occur in conjunction with learning. Learning presence reflects a constructivist perspective that values socially-constructed forms of knowledge and self-regulation. The chapter follows with a description of how the disconnects can be bridged and the activity system expanded.
Students Support Services
Authors: Raphael Christina
Published: February 2018

This chapter examines challenges the higher learning institutions offering blended learning programmes in Tanzania face in enhancing student support services from administrative standpoint. Using interviews, documentary analysis, and observation as data gathering instruments, the chapter reveals that higher learning institutions face numerous student-support related challenges including poor Internet and narrow bandwidth, erratic electricity and lack of alternative power, computer illiteracy, scarcity of study materials including e-resources and the absence of affirmative institutional policies. The chapter contends that for blended learning programmes to remain viable, effective, and sustainable, students support services need to be carefully tailored and regularly evaluated. Further, thorough decisions need to be undertaken regarding the design and development of effective student support which are contextualised according to respective institutional needs.
Factors Influencing International Student Success in a K-12 Blended Learning Program
Authors: Levesque Annette , Reid Doug
Published: February 2018

This research explored the experiences of foreign students enrolled in the Canada eSchool distance learning program. The study included one secondary school in Nigeria and three in Malaysia that had students enrolled in a program based on a blended learning model. A mixed mode data analysis model including qualitative and quantitative data analysis was undertaken. The purpose of the study was to examine factors that influence student success in blended learning programs accessed by foreign students. Results indicated that students in the study were most successful if they were self-disciplined and had access to a variety of local supports including: an effective learning environment with access to quality technology; assistance in the development of English as a second language; and support in navigating pedagogical transitions between educational systems. In theory, the results of this study point to a connection between the local and Canadian support communities for foreign students enrolled in Canadian blended distance education programs, and their academic success.
Assistive Technology and Distance Learning
Authors: Bastedo Kathleen , Vargas Jessica
Published: February 2018

For those with disabilities, distance-learning courses can provide access to a world that was once inaccessible. Online learning becomes a possibility and for many a gateway to contributing to the world around them. However, there are many points to consider when ensuring accessibility in distance-learning courses. By exploring the current research and trends, this chapter reviews learning management systems, learner interaction styles and tools, and methods to design accessible course materials. It provides the educator with not only a working vocabulary but also with strategies and implementation methods for ensuring accessible content in online learning.
Best Practices of Teaching Cross-Cultural Adults in Online Format
Authors: Hagler Barbara
Published: February 2018

Online learning is on the increase, as is the teaching of cross-cultural adults. Best practices of teaching cross-cultural adults in the online format are presented and discussed in this chapter. Online learning benefits are also discussed. Online learning needs to be regularly evaluated to ensure learning is actually taking place. Suggestions relating to the evaluation of online learning are presented. Additional references are included for further reading opportunities related to the best practices of teaching cross-cultural adults in the online format.
Differences in Generational Characteristics and Their Implications for Cross-Cultural Online Learning and Knowledge Management
Authors: Lim Doo Hun , Yoon Seung Won , Song Ji Hoon
Published: February 2018

This study is an integrative literature review about the distinctive characteristics of multi-generations, their cognitive differences within online learning environments, modern knowledge management theories and frameworks, and the differences of knowledge management practices among multi-generations. Particular attention has been paid to examine distinctive characteristics in the cognitive learning style and knowledge management practices between different cultural settings. Based on the review, the authors propose an integrated approach to comparing the divergent and convergent characteristics of multi-generations and cross-cultural variables in order to design and deliver effective learning solutions and knowledge management systems that will address various organizational and cross-cultural learning and performance issues.
The Cost-Effect Analysis of Integration of CSIEC System into English Instruction
Authors: Jia Jiyou
Published: February 2018

This chapter introduces the concept of educational efficiency and its calculating formula to describe the effect, cost, and duration of an educational system composing learners, teachers, and learning content and instructional approaches. Then the formula is used to compare the cost-effectiveness of the blended learning with CSIEC system and that of the traditional teaching and learning approach. Given the fact that the intelligence improvement with CSIEC system is greater than that with the traditional approach and the performance-price ratio of the latest computer and Internet access is increased much, the cost-effectiveness with CSIEC system is much greater than that with the traditional approach. International comparison shows that the effectiveness-cost ratio in the case of blended learning with CSIEC is higher, and the feasibility analysis suggests a cost-effective way to make full use of the investment in education to improve the students' learning performances.
A Design Theory for Vigilant Online Learning Systems
Authors: Wright M. Keith
Published: February 2018

There is now a preponderance of evidence suggesting that the types of online course management software (OCMS) used in purely online undergraduate college courses, do not meet the needs of younger immature students. These students often lack the learning skills necessary to succeed in such courses, nor do the popular OCMS include the vigilance mechanisms to guide such students to successful course completion in the absence of face-to-face human instruction. This paper explores the literature relevant to design theory, learning theory, decision support, and vigilance, to extend information systems design theory to a design theory of vigilant online learning systems. It is hoped that this research note will help guide software developers and academics studying how to design future online learning systems for the immature student.
Blending Digital Content in Teacher Education Programs
Authors: Dickenson Patricia , Sistek-Chandler Cynthia
Published: February 2018

Teacher Education programs worldwide are engaging in a digital conversation around best practices for supporting and teaching teacher candidates in the creation of digital content for a 21st century blended classroom. This chapter examines the status of teacher preparation in technology and explores current trends for instructors of the NextGen educator. Further the authors share how 21 Century Skills and global competencies among pre-service teachers can be applied in an online learning environment in teacher education programs.
Leadership in Global Open, Online, and Distance Learning
Authors: Ossiannilsson Ebba
Published: February 2018

Global open online, and distance learning call for innovation and new strategies at all levels because of current paradigm shifts and global trends towards increased digitization in all sectors in society. Thus, the educational sector must focus on new trends in executive leadership, shifting paradigms, innovative approaches to distributed leadership, and management practice. The sections in this chapter consider why we have to re-think leadership and why the demands of leadership in global open, online, and distance learning have to innovate, change and be rethought. The main topics elaborated in this chapter are increased digitization and societal issues, global open online and distance learning, and finally leadership in global open online learning arenas. In conclusion, leaders must embrace and be in the forefront in the areas of teaching, research, governance and society for the transitions to personal global open online learning.
Opportunities and Challenges in Wake Sports in Taiwan
Authors: Tsai Chiung-Tzu Lucetta
Published: February 2018

The Chinese Taipei Waterski and Wakeboard Federation (CTWWF), founded in 1973, has actively trained and certified coaches and waterskiing boat drivers, increased public participation opportunities and security, and developed waterskiing experience standard processes, as well as safety advocacy. Using waterskiing mechanical equipment could help reduce the risk and allow the disabled to participate. The 2009 World Games in Taiwan were not easy to fight for. Taiwan took the opportunity to train waterskiing and wakeboarding athletes to enhance the strength of domestic water sports. For the people of Taiwan to understand the sports better requires taking time to watch them, learning to appreciate the beauty of water sports, and allowing water sports to integrate into people's leisure lives.
Nature and Characteristics of the Sport Industry and Its Current Trends Impacting the Industry
Authors: Ditizio Amber A.
Published: February 2018

Global competition for fans and other stakeholders have caused increased pressures to maintain sport organizations' power and influence through e-commerce and social media. The ever evolving nature of sport managing research demands a reexamination of some of the major trends in the discipline that are impacted directly/indirectly by electronic mediation and its technology, especially social media. Although there are numerous trends that are occurring in sport management as a discipline, but this study concentrates on the role of ecommerce within organizations. The major trends examined are commercialization of sport, the role of mass communication to appeal to the needs of users, the need of engagement by fans, and the social needs for sports to deal with the epidemic of physical inactivity of the populace.
Rationalizing Sport Spectatorship
Authors: Selvam Shankar
Published: February 2018

This chapter aligns itself with spectatorship theories to identify possible causes for the poor spectatorship numbers observed at S-League matches. Taking into account club affiliations among spectators and how such relationships affect the fortunes of a club's following, relevant theories are discussed in the context of the sports situation in Singapore. Qualitative and quantitative components pertaining to S-League spectatorship are analysed, which serve as the basis for the recommendations presented on improving attendance at local football matches.
Sport Omnibus Events as Media Shows
Authors: Dumitriu Diana-Luiza
Published: February 2018

Inside the wider commodification process that the social field of sport has been subject to, sport events are not only about the competition itself, but they have become a global multilayered show. The ‘symbiotic relationship' (Valgeirsson & Snyder, 1986, p. 131) between sport and media made them one of the most successful entertaining products as they provide an intense spectatorship experience. The main aim of this chapter is to focus on the media-sport nexus in order to understand the impact that this hybridization process between the two social fields had on sport events? How media reflect and redefine sport competitions as media events? What are the main aspects that make sport events so competitive on the wider entertaining (media) market? Despite the undisputable transformative effects brought by sport competitions entering the media logic, I will argue that there is also a reverse effect that major sport events exert upon the media field, focusing mainly on their interruptive quality (Dayan & Kats, 1992) in terms of media and social agenda. In discussing these aspects I will narrow down the analysis on the major sport competitions, as they are the most complex media-sport constructs. The ‘fun factor' (Kellner, 2003, p. 3) and the emotional flow of the competition reach their most spectacular form through what I call omnibus events. By omnibus events I refer to major competitions on the sport global map that are defined as impressive shows, involving world wide audiences, significant number of sport acts and actors and high commercial value (i.e. The Olympic Games, The World Cup). More important, their vortextual nature (Whannel, 2002) makes them referential for the public agenda, drawing everyone's attention and building alternative ways to connect large number of people to them. The chapter will approach these sport omnibus events as media shows by analyzing their multilayered structure: the dramaturgical dimension of sport acts and its corollary management of impression, the ritual dimension of sport ceremonial practices, the axiological dimension of sport events as social values' system, the commercial dimension of sport events as products on the entertaining and celebrity market, the aesthetic dimension of sport acts as expressive media constructs and their emotional dimension in terms of spectatorship experience. On this last dimension there are two main aspects that I will focus on, one regarding the live-remote experience and the other one directed towards the multiplication process of sport competition related events (from special TV shows, social media events, to thematic parties or marketing events). Media's centrality inside the social field of sport came with a consistent spectacularization effect, contributing to sport competition becoming resourceful media shows in terms of public impact and commercial value, a process that this chapter manages to lay emphasis on by addressing the multilayered nature of such events.
Creativity and the Arts
Authors: Tietze Richard L.
Published: February 2018

The chapter explores creativity from a psychological viewpoint, as spontaneous and reflective activities in several self-defining human efforts, such as telling stories and forming an identity. New discoveries from neuroscience and creative arts therapies combine to understand creativity as a range of normative human functioning, which blends with professional creative discovery in the arts at the higher extremes of this range. The chapter focuses on visual art and music, followed by a normative application of creativity as utilized in creative arts therapies. Finally, the chapter concludes by introducing normative creative tools to incorporate into everyday life.