KMi Publications

External Publications

6 publications | Chris Valentine


Publications | Visit External Site for Details

Dovrolis, N., Stefanut, T., Dietze, S., Yu, H.Q., Valentine, C. and Kaldoudi, E. (2011) Semantic Annotation and Linking of Medical Educational Resources, 5th European Conference of the International Federation for Medical and Biological Engineering (IFMBE MBEC), Budapest, Hungary

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Kelley, P., Tindle, D., Anand, D., Whalley, P., Hogan, P., Valentine, C., Pillinger, P., Gibson, E. and Schwenzer, S. (2011) The Open University-NASA Apollo Virtual Microscope - a tool for Education and Outreach, Poster at 42nd Lunar and Planetary Science Conference, The Woodlands, Texas, USA

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Wild, F., Valentine, C. and Scott, P. (2010) Shifting Interests: Changes in the Lexical Semantics of ED-MEDIA, International Journal on E-Learning, Chesapeake, VA, 9, 4, pp. 549-562, AACE

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Davies, S., Collins, T., Gaved, M., , J., Valentine, C. and McCann, L. (2010) Enabling remote activity: using mobile technology for remote participation in geoscience fieldwork, Proc. European Geosciences Union General Assembly 2010 (EGU 2010), Vienna, Austria

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Comas-Quinn, A., Mardomingo, R. and Valentine, C. (2009) Mobile blogs in language learning: making the most of informal and situated learning opportunities, ReCALL, 21, 1, pp. 96-112, European Association for Computer Assisted Language Learning

Publications | Visit External Site for Details

Gaved, M., Collins, T., Bartlett, J., Davies, S., Valentine, C., McCann, L. and Wright, M. (2008) ERA: On-the-fly networking for collaborative geology fieldwork, The Proceedings of the 7th World Conference on Mobile and Contextual Learning (mLearn-2008), Telford, Shropshire, UK

 
 
 

Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.