Group-Awareness In Online work, Learning & Games

Workshop within the

HCI-2010 BCS Conference

Group-Awareness in Online Work, Learning & Games

Dr. Niki Lambropoulos & Prof. Fintan Culwin

London South Bank University

103 Borough Road

London

lampron2 @ lsbu.ac.uk & fintan @ lsbu.ac.uk

ABSTRACT: With the rapid advance of Web 2.0 technologies online group collaboration has become increasingly popular. Groupware applications and technologies are now accessible to all branches of academia and industry with leaders and visionaries embracing them in diverse fields including work, learning and games. Group collaboration and awareness offer the opportunity and challenge for shared experience, creation and discovery.

Please note: Because this is part of an EU project workshop, there will be a workshop proceedings publication by LSBU in addition to the conference publications.

Call for Students' Onsite & Virtual Participation in EuroCAT Evaluation

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If you are a student in Scotland and the world, we invite you to participate in a focus group study @ the HCI-2010 Group Awareness Workshop

EuroCAT is a tool to support e-Collaboration Awareness funded by the EU. You will be asked to work together with other students on an e-collaboration task using EuroCAT. For your contribution you will receive a £20 voucher.

To start with you may register in the virtual discussion here, and inform us about your interest to participate.

For more information and registration to the study, please contact Dr. Niki Lambropoulos: lampron2 @ lsbu.ac.uk

Onsite Agenda (London Time +00)

1. INTRODUCTION

Group collaboration in online settings has been studied in particular situations including work, learning and games. In on-line collaboration the electronic shared space becomes a frame of reference for team work and joint creation and/or discovery. Accordingly interfaces to the shared space are of extreme importance not only in relation to groupware but also to group-aware. Emphasis is attached to both the awareness of the individual’s role within the group as well as awareness of the group per se.

Cooperation and collaboration are two terms used interchangeably in the literature. Cooperation is related to the process of joint activity. Two or more individuals bring complementary skills and knowledge to a task. Each contributes their particular skill to the common purpose. Accordingly an individual can depart once their contribution has been made.

Collaboration is related to the process of joint creation. Two or more individuals bring overlapping skills and knowledge to a task. Ideally each contributes equitably, if not equally, to the common purpose. Accordingly an individual remains engaged until the task has been completed.

The confused understanding of the distinction between these two terms extends beyond the literature to the participants themselves. An individual may be both cooperating and collaborating at a task, and be unaware of their contributions.

Hence on-line shared spaces have to be supported by tools and interfaces that make the participants more group-aware. The intention of this workshop is to explore other dimensions of group-awareness and how tools and interfaces can be engineered to support this.

2. GROUP COLLABORATION IN ONLINE WORK, LEARNING & GAMES

Computer Supported Cooperative Work (CSCW) offered the promise of working together towards a collective goal and problem solving. It further promised to increase productivity and enjoyment.

The nature of the electronic on-line shared space was essential in the support of CSCW effectiveness. For example, understanding an organisation’s culture can provide requirements for the groupware design in order to enhance collaboration. CSCW engineering emphasized the use of context-based methods such as ethnography to extract implications for design based on its situated context.

The overarching context of the first generation of CSCW online environments was commercial and industrial. When CSCW concepts and tools were extended first to learning and latterly to games this implicit context, and its design realization, came with it.

Group-awareness within CSCW environments refers to understanding of the activities of others, which provides the background of one’s own activity [1]. In other words knowledge of who is present on the interface, what has happened and how, supports the control of the pace of group work as well as individuals’ initiatives [2]. Therefore, CSCW group-awareness needs to support organisation of shared activities on individual and group level.

CSCW was morphed within learning contexts into Computer Supported Collaborative Learning (CSCL). It appeared as a distinct approach in early 1990s based upon the Vygotskian and Piagetian belief that social interactions not only facilitate but also accelerate learning. Accordingly on-line learning is essentially collaborative, rather than cooperative, in nature as the participants are all equally engaged in what has become known as the negotiation of shared meaning. Hence collaborative learning is inherently constructivist.

Learning activities are characterised by a mix of pedagogical approaches within digital and physical spaces in which the tutor orchestrates multiple activities with multiple tools [3].

Group-awareness within CSCL environments refers to both social and cognitive processes occurred within shared learning activities [4]. Other than awareness of activities organisation, as with CSCW, CSCL is also concerned with learner’s knowledge awareness and group knowledge convergence [5]. Therefore, CSCL group-awareness needs to support individual’s learning and the quality of interaction patterns towards their shared construction of knowledge.

Games research started with games theory and CSCW while the major areas of HCI concern seemed to neglect it [6]. However, the enabling nature of networked multiplayer games for rich interaction attracted researchers from different disciplines to describe, understand and analyse group collaboration. This is because these games contain a degree of teamwork, either forced by the plot and interface or voluntary arranged.

Group-awareness within online games refers to the creation of the gamers’ sense of space, presence, time, ways to play, motivation and enjoyment [7] and exploration of gamers’ social dynamics [8]. Therefore, online games group-awareness needs to support gamer’s sense of space, enjoyment and satisfaction, organisation of their activities and the types of interactions needed to enhance them.

To conclude, it appears that Computer Supported Cooperative Work (CSCW) triggered researchers to consider the use of online tools in order to facilitate and enhance group collaboration and awareness. As the technology was developed and users’ experiences were enriched distinct research fields appeared such as CSCW, Computer Supported Collaborative Learning (CSCL) and multiplayer online games.

Nowadays these fields are coming together in a more conscious and ubiquitous way as emerging hybrid environments. The challenge is to incorporate fun and imagination to the benefit of innovative ways to organise and run online group collaboration and group-awareness.

3. AIMS OF THE WORKSHOP

This workshop will bring together designers, practitioners, users, researchers and industry leaders who are actively exploring the application of awareness of the individual’s role with the group and awareness of the group per se. It also aims to devise commonalities, characteristics and tools to enhance group-awareness.

4. PLAN FOR THE WORKSHOP

There will be 2 invited speakers (to be announced), position paper presentations, discussions and design activities. All participants must be registered for the HCI workshop day. Position papers are requested (a maximum 1000 words including references). These will be reviewed by the two workshop organisers assessing the significance of the contribution and its relevance to the workshop theme. However, applications will be accepted from attendees who wish only to explore the topic. Position papers will be accepted up to 2 weeks before the dates of the workshop or until sufficient papers have been accepted.

The workshop will be one full day (on 7th September, 10:00 to 16:00) with one hour break for lunch and 2 short coffee breaks. The presentations will be 30 minutes for the keynotes and 15 minutes for the other participants. At the end of the workshop, the presenters will synthesize the contributions which will be disseminated by the production of a poster.

5. REFERENCES

[1] Dourish, P. & Bellotti, V. (1992). Awareness and Coordination in Shared Workspaces. Proceedings of the ACM Conference on Computer-Supported Cooperative Work CSCW'92 (Toronto, Ontario), 107-114. New York: ACM.

[2] Dix, A. (1997). Challenges for Cooperative Work on the Web: An analytical approach. Computer-Supported Cooperative Work: The Journal of Collaborative Computing, 6 pp. 135-156.

[3] Dillenbourg, P., Järvelä, S., & Fischer, F. (2009). The evolution of research on computer-supported collaborative learning. In Technology-Enhanced Learning. Principles and products (p. 3-19). Edited by N. Balacheff, S. Ludvigsen, T. de Jong, T., A. Lazonder & S. Barnes. Springer.

[4] Phielix, C., Prins, F. J., & Kirschner, P. A. (2010). Awareness of Group Performance in a CSCL Environment: Effects of Peer Feedback and Reflection. Computers in Human Behavior, 26, pp. 151-161.

[5] Engelmann, T., Dehler, J., Bodemer, D., & Buder, J. (2009). Knowledge awareness in CSCL: a psychological perspective. Computers in Human Behavior, 25 (4), 949-960.

[6] Manninen T. (2001) Virtual Team Interactions in Networked Multimedia Games - Case: “Counter-Strike” – Multi-player 3D Action Game. In Proceedings of PRESENCE2001 Conference, May 21-23, Philadelphia, USA.

[7] Singhal, S., & Zyda, M. (1999). Networked Virtual Environments: Design and Implementation. NY: ACM Press.

[8] Ducheneaut, N., Yee, N., Nickell, E. & Moore, R.J. (2006). "Alone together?": exploring the social dynamics of massively multiplayer online games. In CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems, pages 407{416, New York, NY, USA, 2006. ACM.

Keynote: Bill Kapralos PhD

Interprofessional Education for Critical Care Response Teams

and Serious Games

Abstract

Critical care responders are health professionals (HPs) who are called to attend to critically ill, and rapidly deteriorating patients in acute care settings. These individuals bring a variety of skills (e.g., medical, nursing, and anesthesia) that must be integrated flawlessly for optimal patient outcomes. Although each HP is required to be proficient and skilled within their own domain, the opportunity to practice these skills in collaboration with members of other disciplines is scarce. Interprofessional education (IPE) is a pedagogical approach that allows health care practitioners to develop a clear understanding and appreciation of the roles, expertise, and unique contributions of other disciplines. IPE can assist in the development of skills necessary to interact and interpret the language of other disciplines involved in patient care ultimately leading to positive patient outcomes. Trainees are able to develop an understanding of the other professions in the team with respect to their role, expertise, and contributions thus eliminating any preconceived biases that result from a knowledge deficit regarding other disciplines.

Despi

te the benefits of IPE, the current Canadian health professional educational system fails to foster interprofessional development. One of the biggest obstacles in training interprofessional teams for critical care responses is that the individual HPs who participate in the training come from various institutions or wards within the same institutions; therefore, bringing them together can be a challenge. In addition, leaving their patients for lengthy training sessions can compromise continuity of care and patient outcomes and is therefore not ideal. Here we describe the development of an innovative, unique, strategy-based, learner-centered, interactive, virtual learning environment (VLE) i.e., a serious game, for IPE in critical care. The serious game provides a safe environment whereby trainees apply and practice IPE-specific skills in a remote (online), multi-user setting thus eliminating the need, and problems associated with, bringing together health professionals of various disciplines to train at one location. The serious game also provides practice opportunities using a systematic approach whereby HPs can develop and maintain critical care team-related skills while receiving immediate feedback in relation to these skills. This is in contrast to traditional learning models in which feedback may take weeks, months, or years to develop. These factors lead to a higher level of competence and self-efficacy when faced with real life situations where such skills and knowledge are required. The serious game offers a systematic approach to providing practice opportunities to the HPs for the development and maintenance of critical care team-related skills.

Bill Kapralos, Ph.D

Assistant Professor

Faculty of Business and Information Technology

University of Ontario Institute of Technology

2000 Simcoe Street North

Oshawa, Ontario, Canada. L1H 7K4

Phone: 905-721-8668 x2882

Fax: 905-721-3167

bill.kapralos at uoit.ca

http://faculty.uoit.ca/kapralos

Workshop fee: £20.

This workshop is subsidised by Euro-CAT-CSCL (http://www.cat-cscl.eu/), an FP7 Marie Curie IAPP European Union research project aiming to provide a Collaboration Awareness Tool (CAT) in Computer Supported Collaborative Learning (CSCL). Euro-CAT-CSCL consortium is composed by Ouak.net, London South Bank University, Universitat Autònoma de Barcelona, Universitat Ramon Llull and Université de Toulouse. A Pedagogical Ergonomics Questionnaire will be conducted on EuroCAT at the end of the workshop.