2005
DOI: 10.1504/ijwbc.2005.006058
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A web-based virtual community

Abstract: This paper describes functionality and architectural issues in the design of a web-based virtual community. This virtual community aims to meet the requirements of a virtual collaboration system with both autonomous and collaborative e-learning services, by supporting communities whose members interact and form groups based on their common interests.

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Cited by 12 publications
(3 citation statements)
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“…Recently, researchers in the field of training implementation, including corporate training, have been paying more and more attention to the introduction of gamification as a tool to increase the engagement and motivation of students in training [3,4,5,6,7]. It is believed that the training implementation using gamified services and platforms has the potential to increase the training efficiency, based on the following aspects: providing students with the opportunity to overcome difficulties and challenges; the ability to aggregate knowledge obtained in various ways and from different sources, as well as use it to make prudent decisions; forecast results based on decisions made; encourage students for their activities; provide interactive feedback; stimulate gradual systematic training at a calm comfortable pace [8,9,10,11].…”
Section: Introductionmentioning
confidence: 99%
“…Recently, researchers in the field of training implementation, including corporate training, have been paying more and more attention to the introduction of gamification as a tool to increase the engagement and motivation of students in training [3,4,5,6,7]. It is believed that the training implementation using gamified services and platforms has the potential to increase the training efficiency, based on the following aspects: providing students with the opportunity to overcome difficulties and challenges; the ability to aggregate knowledge obtained in various ways and from different sources, as well as use it to make prudent decisions; forecast results based on decisions made; encourage students for their activities; provide interactive feedback; stimulate gradual systematic training at a calm comfortable pace [8,9,10,11].…”
Section: Introductionmentioning
confidence: 99%
“…A virtual community (VC) is a computer supported space where information can be shared inbetween stakeholders with common interest or purpose (Preece, 2001;Koch et al, 2002). Millions of VCs exist on the Internet and they form what is called the Social Web, where people can join, leave and participate in many VCs (Bouras et al, 2005). In this paper, we address the topic of context-aware virtual communities and more specifically we present a data model and its implementation suited to let mobile end-users use but also create and customize VCs.…”
Section: Introductionmentioning
confidence: 99%
“…Nowadays, video games are widely accepted as a social norm and used for maintaining a healthy lifestyle, eSports, business, psychological and social adaptation, and learning. Computer-mediated game-based learning has been recognized as an important alternative or complement to traditional classroom learning (Bouras, et al, 2005) and is becoming increasingly popular. Therefore, it is crucial to integrate the concept of GBL into the broader history of pedagogy and explore its roots in traditional pedagogical teachings about the role of play in learning.…”
mentioning
confidence: 99%