A Reference Framework to Establish and Sustain Onlife Communities and Its Use
Rich Learning Experiences in History with ViSTPro
DOI:
https://doi.org/10.55630/dipp.2019.9.2Keywords:
Onlife Communities, Spatiotemporal Processes, Google Maps, VisualizationAbstract
This paper employs the overarching concept of communities to express the social contexts within which human creativity is exercised and learning happens. With the advent of digital technologies, these social contexts, the communities we engage in, change radically. The new landscape brought about by digital technologies is characterized by new qualities, new opportunities for action, new community affordances. The term onlife is adopted from the Onlife Manifesto and used to distinguish the new kind of communities brought about by the modern digital technologies, the Onlife Communities . Design principles are presented to foster such communities and support their members. To showcase the use of these design principles, the paper presents a concrete system addressing creativity and learning in the field of cultural heritage (history teaching and learning): ViSTPro. ViSTPro enables the visualization of spatiotemporal processes, thus facilitating active learning of historical events. To demonstrate the flexibility of the ViSTPro and its capability to provide insightful visualizations, a pilot application has been elaborated on the Battle of Marathon, 490 BC.References
Cabitza, F., Fogli, D., & Piccinno, A. (2014). Cultivating a Culture of Participation for the Co- Evolution of Users and Systems. In CoPDA@ AVI , pp. 1-6.
Cabitza, F., & Simone, C. (2015). Building socially embedded technologies: Implications about design. In Designing Socially Embedded Technologies in the Real-world , 2015, pp. 217-270. Springer London.
Christoulakis, M., Pitsiladis, A., Moraiti, A., Moumoutzis, N., & Christodoulakis, S. (2013). eShadow: A Tool for Digital Storytelling Based on Traditional Greek Shadow Theatre. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games , 2013.
Ganascia, J.-G. (2015). Views and Examples on Hyper-Connectivity. In: Floridi, L. (ed.), The Onlife Manifesto: Being Human in a Hyperconnected Era , 2015, Springer.
Kafai, Y. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture , (1), 2006, pp 36-40.
Laugwitz, B., Schrepp, M., & Held, T. (2008). Construction and evaluation of a user experience questionnaire. In: Holzinger, A. (Ed.): USAB 2008 , LNCS 5298, pp. 63-76.
Laurel, B. (2013). Computers as theatre. 2013, Addison-Wesley.
Márkus, Z. L., Kaposi, G., Veres, M., Weisz, Z., Szántó, G., Szkaliczki, T., Paneva-Marinova, D., Pavolv, R., Lunchev, D., Goynov, M., & Pavlova, L. (2018). Interactive game development to assist cultural heritage. Digital Presentation and Preservation of Cultural and Scientific Heritage . Vol. 8, Sofia, Bulgaria: Institute of Mathematics and Informatics – BAS, 2018, pp. 71-82, ISSN 1314-4006 (Print), eISSN 2535-0366 (Online).
Moraiti, A., Moumoutzis, N., Christoulakis, M., Pitsiladis, A., Stylianakis, G., Sifakis, Y., Maragoudakis, I., & Christodoulakis, S. (2016). Playful creation of digital stories with eShadow. 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP) , Thessaloniki, 2016, pp. 139-144.
Moumoutzis, N., Christoulakis, M., Christodoulakis, S., & Paneva-Marinova, D. (2018): Renovating the Cultural Heritage of Traditional Shadow Theatre with eShadow. Design, Implementation, Evaluation and Use in Formal and Informal Learning. Digital Presentation and Preservation of Cultural and Scientific Heritage . Vol. 8, Sofia, Bulgaria: Institute of Mathematics and Informatics – BAS, 2018, pp. 51-70, ISSN 1314-4006 (Print), eISSN 2535-0366 (Online).
Moumoutzis, N., Gioldasis, N., Anestis, G., Christoulakis, M., Stylianakis, G., & Christodoulakis, S. (2017). Employing Theatrical Interactions and Audience Engagement to Enable Creative Learning Experiences in Formal and Informal Learning. In Interactive Mobile Communication, Technologies and Learning, 2017, pp. 142-154. Springer, Cham.
Niedderer, K. (2007). Designing mindful interaction: the category of performative object. Design issues , 23(1), 3-17.
Onlife Initiative. (2015). The onlife manifesto. In The Onlife Manifesto , 2015, pp. 7-13. Springer- Verlag GmbH.
Paneva-Marinova, D., & Pavlov, R. (2018). Mini-symposium on future trends in serious games for cultural heritage. Digital Presentation and Preservation of Cultural and Scientific Heritage . Vol. 8, Sofia, Bulgaria: Institute of Mathematics and Informatics – BAS, 2018, pp. 241- 244, ISSN 1314-4006 (Print), eISSN 2535-0366 (Online).
Schrepp, M., Hinderks, A., & Thomaschewski, J. (2014). Applying the User Experience Questionnaire (UEQ) in Different Evaluation Scenarios. In: Marcus, A. (Ed.): Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience . Lecture Notes in Computer Science, 2014, Vol. 8517, 383-392, Springer International Publishing.
Sifakis, Y. (2019). Visualization of spatio-temporal processes on Google Maps. MEng Thesis presented at the Technical University of Crete, June 2019 (in Greek).
Sifakis, Y., Christodoulakis, S., & Moumoutzis, N. (2016). ViSTPro: A platform for visualization of spatiotemporal processes on Google Earth. 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP), 2016, pp. 117-122. IEEE.
Yoshinov, & R., Kotseva, M. (2016). Vision for the Engagement of the e-Facilitator in School in the Inspiring Science Education Environment. Serdica Journal of Computing , 2016, Vol. 9, Number 3-4, Institute of Mathematics and Informatics, BAS, ISSN: 1312-6555.
Yoshinov, R., Kotseva, M., Arapi, P., & Christodoulakis, S. (2016). Supporting Personalized Learning Experiences on top of Multimedia Digital Libraries. International journal of education and information technologies , 10, North Atlantic University Union, 2016, ISSN: 2074- 1316, 152-158.