Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/3453
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dc.contributor.authorYoon, Susan
dc.date.accessioned2019-07-20T23:50:36Z
dc.date.accessioned2020-01-09T18:38:45Z-
dc.date.available2019-07-20T23:50:36Z
dc.date.available2020-01-09T18:38:45Z-
dc.date.issued2007-07
dc.identifier.citationYoon, S. (2007). Exploring the Potential of a Handheld Participatory Simulation and Social Network Application for Revealing Decision-Making Processes for Information Seeking Amongst Middle School Students. In Chinn, C. A., Erkens, G., & Puntambekar, S. (Eds.), The Computer Supported Collaborative Learning (CSCL) Conference 2007, Volume 8, Part 2 (pp. 807-809). New Brunswick, NJ, USA: International Society of the Learning Sciences.en_US
dc.identifier.urihttps://doi.dx.org/10.22318/cscl2007.807
dc.identifier.urihttps://repository.isls.org//handle/1/3453-
dc.description.abstractIn this study a participatory simulation called the Discussion Game combined with TeCFlow, a temporal social networks visualization program is used to identify socially and cognitively-oriented rules for selecting discussion partners. Whereas, the majority of rules for previous interactions are based on social or random factors, after studying social network graphs, students cite more cognitive or informational factors as reasons for who to talk to.en_US
dc.language.isoenen_US
dc.publisherInternational Society of the Learning Sciences, Inc.en_US
dc.titleExploring the Potential of a Handheld Participatory Simulation and Social Network Application for Revealing Decision-Making Processes for Information Seeking Amongst Middle School Studentsen_US
dc.typePapersen_US
Appears in Collections:CSCL 2007

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