The objectives of this paper are to explore the characteristics of patterns of participation in social and gameplay spaces outside the classroom of 10 fifteen-year-olds engaging in...
Since learning nowadays is conceptualized as a social system within communities of practice, the best way to learn is with others, in groups. In the past few years, there has been...
Designers of mobile, social systems must carefully think about how to help their users manage spatial, semantic, and social modes of navigation. Here, we describe our deployment o...
Dan Cosley, Jonathan Baxter, Soyoung Lee, Brian Al...
In the ten years since the distinction between “place” and “space” emerged as a consideration for CSCW researchers and designers, the concepts have proven useful across a ...
The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters ...