KMi Seminars
MUP/PLE lecture series
This event took place on Friday 15 July 2011 at 14:00

 
Allison Littlejohn Glasgow Caledonian University

Current trends towards networked communities and digital citizenship, as well as workplace changes including distributed/collaborative work patterns and an (arguably) higher value being placed on 'knowledge' work, all make digital capabilities central to what postgraduate education can offer. While efforts are being made to support students' ICT and information skills – or at least bring these up to a minimum standard of competence – we argue that these are not being followed through the postgraduate experience in a coherent way, or integrated with the development of other capabilities critical to higher learning. Universities are typically not focused on producing researchers who can investigate, study and learn in technology-rich environments. In this session we will explores the nature of digital literacies and implications for researcher development. The presentation is based on a theoretical review of the literature as part of the Learning Literacies for a Digital Age study carried out by Allison Littlejohn, Helen Beetham and Lou McGill (available from http://www.academy.gcal.ac.uk/llida/)

 
KMi Seminars Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

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.