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Full-Text Articles in Education

Avatar - Identity With Intent, John O'Connor, James Neville Jan 2024

Avatar - Identity With Intent, John O'Connor, James Neville

Conference Papers

We don’t often think of identity as a choice, but rather something we are born into by circumstance of birth and inheritance. This paper addresses identity by assertion. Virtual worlds afford the opportunity for a more fluid concept of self: identity with intent. Understanding this approach can empower our actions and results in the virtual and natural worlds. The authors draw on fifteen years teaching this topic in the virtual world of Second Life as part of a class on collaborative online engagement. The term avatar, representing the concrete embodiment of something abstract, originated in Hinduism in the 6th century …


"What's In A Name?”: The Use Of Instructional Design In Overcoming Terminology Barriers Associated With Dark Patterns, Andrea Curley, Damian Gordon, Dympna O'Sullivan Jan 2022

"What's In A Name?”: The Use Of Instructional Design In Overcoming Terminology Barriers Associated With Dark Patterns, Andrea Curley, Damian Gordon, Dympna O'Sullivan

Conference Papers

Many users experience a phenomena when they are shopping on-line where they feel they are being pressured to either spend more money than they had intended, or to share more personal data than they wanted. In academic circles we use the term “Dark Patterns” to describe these deceptive practices, and categorize them as being within the discipline of User Experience (Narayanan, 2020). As academics it is important to name phenomena, and to categorize them, so that we can discuss and analyze these issues. However, this particular topic is one that all users should be made aware of when interacting online, …


The Design Of A Framework For The Detection Of Web-Based Dark Patterns, Andrea Curley, Dympna O'Sullivan, Damian Gordon, Brendan Tierney, Ioannis Stavrakakis Jul 2021

The Design Of A Framework For The Detection Of Web-Based Dark Patterns, Andrea Curley, Dympna O'Sullivan, Damian Gordon, Brendan Tierney, Ioannis Stavrakakis

Conference Papers

In the theories of User Interfaces (UI) and User Experience (UX), the goal is generally to help understand the needs of users and how software can be best configured to optimize how the users can interact with it by removing any unnecessary barriers. However, some systems are designed to make people unwillingly agree to share more data than they intend to, or to spend more money than they plan to, using deception or other psychological nudges. User Interface experts have categorized a number of these tricks that are commonly used and have called them Dark Patterns. Dark Patterns are varied …


Be Media Smart: A National Media Literacy Campaign For Ireland, Phillip Russell Aug 2019

Be Media Smart: A National Media Literacy Campaign For Ireland, Phillip Russell

Conference Papers

This paper presents Ireland’s public awareness campaign – ‘Be Media Smart’- which was launched in March 2019 to encourage people of all ages to stop, think, and check that information they see, read or hear across any media platform is reliable. Be Media Smart is an initiative of Media Literacy Ireland (MLI), an independent group facilitated by the Broadcasting Authority of Ireland (BAI) to enhance Irish people’s understanding of, and engagement with, media. Group members include large media and social media companies, Government bodies, libraries, academia and voluntary sector organisations.

The paper will provide an overview of this national campaign, …


Eventalising Critical Theory Through The Video Essay Format In Long Distance Learning., Glenn Loughran Oct 2016

Eventalising Critical Theory Through The Video Essay Format In Long Distance Learning., Glenn Loughran

Conference Papers

This presentation will engage with the themes of improvisation, creativity and innovation by exploring the possibility of using the ‘video essay format’ to negotiate key tensions between traditional and contemporary practices in a Fine Art education. The video essay has a long history of application within the context of audio/visual studies, where it has often been used to define a medium specific language of critical analysis. Although the video essay has taken on such a formal pedagogical function in media studies the use of this format as a pedagogical tool in disciplines outside of media studies is limited.

Of particular …


The 21st Century Graduate: Delivering A Tailored Approach To Social And Emotional Competency Training For Final Year Students To Enhance Graduate Attributes And Increase Employability, Ailish Jameson, Aiden Carthy, Colm Mcguinness, Fiona Mcsweeney Dec 2015

The 21st Century Graduate: Delivering A Tailored Approach To Social And Emotional Competency Training For Final Year Students To Enhance Graduate Attributes And Increase Employability, Ailish Jameson, Aiden Carthy, Colm Mcguinness, Fiona Mcsweeney

Conference Papers

The Higher Education Authority recently reported an average drop-out rate of 16% for Irish third level students, which poses significant pedagogical and economic challenges across the educational sector and negatively impacts the Irish economy. With respect to tackling this issue, a considerable body of international research has identified a strong positive correlation between higher levels of emotional intelligence (EI) and increased levels of student engagement and academic attainment. A wealth of previous research has also shown that employers favour graduates who possess higher levels of EI, for example, Job Outlook Survey, 2008, therefore, increasing students’ levels of EI is also …


Community Engagement In Second Life, John O'Connor Mar 2015

Community Engagement In Second Life, John O'Connor

Conference Papers

This paper records my contribution to a panel presentation titled 'Virtual Ability: Support, Collaboration, Research, Community' at the Virtual Worlds Best Practices in Education Conference 2015. I provide a brief outline of the class I teach, 'Virtual Environments: Is once life enough?' and a field trip we made to Virtual Ability Island, a community established specifically to enable people with a wide range of disabilities by providing a supporting environment for them to enter and thrive in online virtual worlds like Second Life.


Merging Creative Design And Cad Learning Activities In A Product Design Programme, Pearl O'Rourke, Colm O'Kane, Leslie Smith, Michael Ring Sep 2013

Merging Creative Design And Cad Learning Activities In A Product Design Programme, Pearl O'Rourke, Colm O'Kane, Leslie Smith, Michael Ring

Conference Papers

Traditional learning and teaching methods for creativity differ from those used in a scientific context. Although the creative process can benefit from a certain level of prescription and structural constraint - with time allocated to research, problem definition, conceptualisation and idea development - flexibility and fluidity are necessary for creative innovation. In contrast, the more linear and rigid pedagogies associated with science and engineering education facilitate efficient learning of subjects such as those based on software packages, manufacturing and materials theory or mechanics. This paper describes the development of a project which aims to establish constructive links between the learning …


A Digital Learning Experience In Tertiary Design Education, Kerry Meakin, Neville Knott Jun 2013

A Digital Learning Experience In Tertiary Design Education, Kerry Meakin, Neville Knott

Conference Papers

This paper documents the results of a study of trialing an innovative teaching method to first year students while studying for a BA in Visual Merchandising and Display in an Institute of Technology in Dublin. Due to lower staff levels it was perceived this student cohort were not attaining the practical skills necessary in their future careers therefore it was hoped that an innovative method of delivering practical tuition would be beneficial to students and lecturers from both learning and teaching perspectives. An Action Research approach was taken, which took the form of trialing a digital artefact, compiled by one …


Come Si Fa?: Can Virtual Worlds Help Us Promote Intercultural Awareness, Susanna Nocchi Jan 2011

Come Si Fa?: Can Virtual Worlds Help Us Promote Intercultural Awareness, Susanna Nocchi

Conference Papers

This paper describes the author’s experience with a pilot course of Italian in SL®2. The course is part of a PhD research on Exploring the potential of virtual worlds to promote Intercultural Awareness in students learning Italian as a Foreign Language. In the paper the author will justify her choice of virtual worlds for the development of language competence and Intercultural Awareness and will present some results of her activity theoretical analysis of the data. Problematic areas and potential moments for the development of Intercultural Awareness were highlighted during the analysis.


Will Second Life Help Me Survive In Italy, Carmela Dell'aria, Susanna Nocchi Nov 2010

Will Second Life Help Me Survive In Italy, Carmela Dell'aria, Susanna Nocchi

Conference Papers

This paper aims at sharing the experience we had in the design and implementation of a short pilot course of Italian in Second Life® (SL). The paper will provide a description of the course mentioning preliminary findings, discussed in relation to the theories adopted by the two researchers. The paper is the result of the course, La Lingua in gioco: dire, fare e giocare in SL, that had a strong focus on the development of Intercultural Communicative Competence (ICC) and Oral Language Proficiency and was aimed at a group of third-level Irish students of Italian in the Technological University Dublin …


Is One Life Enough? Delivering A Module In Second Life, John O'Connor, Claudia Igbrude May 2010

Is One Life Enough? Delivering A Module In Second Life, John O'Connor, Claudia Igbrude

Conference Papers

The potential of online virtual environments, such as Second Life for delivering remote learning continues to be debated by academics. It would appear to offer particular opportunities to support remote learning in art & design, where there is a particular requirement for live visual interaction.

The School of Art, Design & Printing at the Technological University Dublin (DIT) received funding to develop a module for undergraduate students to test this theory. A five-credit module (under the European Credit Transfer System) received formal approval from the Institute in 2009 and was delivered as a pilot to academic staff who were interested …