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This paper presents WebQuest, a system combining the WWW with the notion of an
interactive quest game. Instead of just creating their own homepages, that may be
interesting to other students for only social reasons, students turn into authors
of their own interactive quest games. They set up complex worlds containing interesting
landscapes and tricky obstacles linked to real websites. Players of the game answer
questions to acquire important objects needed to solve the quest.
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WebQuest is a system combining the WWW with the notion of an
interactive quest game. Instead of just creating their own homepages, which may be
of interest to other students for purely social reasons, students turn into authors of
their own interactive quest games. They set up complex worlds containing interesting
landscapes and tricky obstacles linked to real websites. Players of the game answer
questions to acquire important objects needed to solve the quest.
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Social accounts of learning and human knowledge have led
to attempts to reorganize schools as learning communities. This paper examines the
utility of the World Wide Web for aiding in the construction of school-based and work-based
learning communities. An ordered list of interactions is provided to characterize the depth
of students' entry into new learning communities. Current offerings on the WWW are then
surveyed in terms of these categories. Finally, proposals are advanced for enhancing the
architecture of the WWW to facilitate its use for the creation and operation of learning
communities.
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The need to model users' dynamic behaviour in CSCW systems
arises in many contexts. This study developed a probabilistic model of the usage of an
awareness-maintaining mechanism in a collaborative hypertext database system. Longitudinal
time series data of user-database interaction were studied. The study found that the
recurring patterns in the occurrences of the awareness-seeking event were related to
several contextual aspects of the CSCW system studied. The context-behaviour relationship
is captured by a Poisson regression model. The analytical method can be applied to the
study of situated actions in other CSCW systems.
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The paper describes the implementation of a virtual environment
to support the training of engineers in Panels of Experts (POE), a vehicle for gathering
customer data. The environment, which is implemented using multi-user domain (MUD) technology,
simulates a hotel conference facility, the context in which POEs generally take place.
Within the environment, simulated customer data gathering activities support training
through practice. The paper describes the environment, discusses some issues of communication and
interaction raised by the technology, and relays the experiences of new users within this
environment.
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