Tech Reports
Tech Report kmi-07-01 Abstract
Symmetrical support in FlashMeeting: a naturalistic study of live online peer-to-peer learning via software videoconferencing
Techreport ID: kmi-07-01
Date: 2007
Author(s): Peter Scott, Linda Castaņeda, Kevin Quick, Jon Linney
This paper reports on a naturalistic study of peer-to-peer learning, in a live, online-video meeting context. Over a 6-month period a group of international students of animation attended 99 live, online study group events amounting to around 120 hours of live broadcast meeting time. Some meetings were very large, with up to 34 participants, but the average participation was 10 students. These events were entirely self-organized, policed and managed by the student community. Some students emerged as natural mentors, and the group exhibited substantial supportive, mutually facilitative roles. This longitudinal study provides concrete measures of the impact of simple, live videoconferencing in an online learning context. The study also shows that learners can provide symmetrical support for each other in a live non-formal, peer-learning context, even without a formal scaffold of lectures and seminars.
Publication(s):
Submitted to Computers and Education, October 2006
Future Internet
KnowledgeManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

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.
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