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Author

Ben Kei Daniel

Other affiliations: University of Saskatchewan, Ariès
Bio: Ben Kei Daniel is an academic researcher from University of Otago. The author has contributed to research in topics: Educational technology & Analytics. The author has an hindex of 16, co-authored 106 publications receiving 1427 citations. Previous affiliations of Ben Kei Daniel include University of Saskatchewan & Ariès.


Papers
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Journal ArticleDOI
TL;DR: The paper outlines a number of opportunities and challenges associated with the implementation of Big Data in the context of higher education and outlines future directions relating to the development and implementation of an institutional project on Big Data.
Abstract: Institutions of higher education are operating in an increasingly complex and competitive environment. This paper identifies contemporary challenges facing institutions of higher education worldwide and explores the potential of Big Data in addressing these challenges. The paper then outlines a number of opportunities and challenges associated with the implementation of Big Data in the context of higher education.The paper concludes by outlining future directions relating to the development and implementation of an institutional project on Big Data.

419 citations

Journal ArticleDOI
TL;DR: Outcomes of research that examined students’ experience using a game-based student response system, Kahoot!, in an Information Systems Strategy and Governance course at a research-intensive teaching university in New Zealand revealed that Kahoot! enriched the quality of student learning in the classroom.
Abstract: Technology is being increasingly integrated into teaching environments in view of enhancing students’ engagement and motivation. In particular, game-based student response systems have been found to foster students’ engagement, enhance classroom dynamics and improve overall students’ learning experience. This article presents outcomes of research that examined students’ experience using a game-based student response system, Kahoot!, in an Information Systems Strategy and Governance course at a research-intensive teaching university in New Zealand. We conducted semi-structured interviews with students to learn about the extent to which Kahoot! influence classroom dynamics, motivation and students’ learning process. Key findings revealed that Kahoot! enriched the quality of student learning in the classroom, with the highest influence reported on classroom dynamics, engagement, motivation and improved learning experience. Our findings also suggest that the use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms. Other factors that contributed to students’ enhanced learning included the creation and integration of appropriate content in Kahoot!, providing students with timely feedback, and game-play (gamification) strategies.

235 citations

Journal ArticleDOI
TL;DR: Key interdisciplinary research areas in social capital are surveyed and how the notions of social capital and trust can be extended to virtual communities, including virtual learning communities and distributed communities of practice are explored.
Abstract: . Social capital has recently emerged as an important interdisciplinary research area. It is frequently used as a framework for understanding various social issues in temporal communities, neighbourhoods and groups. In particular, researchers in the social sciences and the humanities have used social capital to understand trust, shared understanding, reciprocal relationships, social network structures, common norms and cooperation, and the roles these entities play in various aspects of temporal communities. Despite proliferation of research in this area, little work has been done to extend this effort to technology-driven learning communities (also known as virtual learning communities). This paper surveys key interdisciplinary research areas in social capital. It also explores how the notions of social capital and trust can be extended to virtual communities, including virtual learning communities and distributed communities of practice. Research issues surrounding social capital and trust as they relate to technology-driven learning communities are identified.

234 citations

Journal ArticleDOI
TL;DR: A wide range of critical issues that researchers need to consider when working with Big Data in education are identified and raised awareness to initiate a dialogue.
Abstract: Big Data refers to large and disparate volumes of data generated by people, applications and machines. It is gaining increasing attention from a variety of domains, including education. What are the challenges of engaging with Big Data research in education? This paper identifies a wide range of critical issues that researchers need to consider when working with Big Data in education. The issues identified include diversity in the conception and meaning of Big Data in education, ontological, epistemological disparity, technical challenges, ethics and privacy, digital divide and digital dividend, lack of expertise and academic development opportunities to prepare educational researchers to leverage opportunities afforded by Big Data. The goal of this paper is to raise awareness on these issues and initiate a dialogue. The paper was inspired partly by insights drawn from the literature but mostly informed by experience researching into Big Data in education. [ABSTRACT FROM AUTHOR]

106 citations

Proceedings ArticleDOI
03 Dec 2002
TL;DR: This paper presents a process model for creating and maintaining social capital in virtual communities based on trust, and describes how social capital is created, through storytelling.
Abstract: Social capital adds significant value to learning in virtual learning environments. Social capital is created when learners interact with each other, by exchanging rich and thoughtful experiences among themselves through storytelling. Little research has focused on how this stock of capital is valued in virtual environments. The goal of this paper is to describe how social capital is created, through storytelling. Trust is essential for building social capital in virtual learning environments. This paper presents a process model for creating and maintaining social capital in virtual communities based on trust.

47 citations


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Book
01 Jan 1995
TL;DR: In this article, Nonaka and Takeuchi argue that Japanese firms are successful precisely because they are innovative, because they create new knowledge and use it to produce successful products and technologies, and they reveal how Japanese companies translate tacit to explicit knowledge.
Abstract: How has Japan become a major economic power, a world leader in the automotive and electronics industries? What is the secret of their success? The consensus has been that, though the Japanese are not particularly innovative, they are exceptionally skilful at imitation, at improving products that already exist. But now two leading Japanese business experts, Ikujiro Nonaka and Hiro Takeuchi, turn this conventional wisdom on its head: Japanese firms are successful, they contend, precisely because they are innovative, because they create new knowledge and use it to produce successful products and technologies. Examining case studies drawn from such firms as Honda, Canon, Matsushita, NEC, 3M, GE, and the U.S. Marines, this book reveals how Japanese companies translate tacit to explicit knowledge and use it to produce new processes, products, and services.

7,448 citations

Journal ArticleDOI
TL;DR: As an example of how the current "war on terrorism" could generate a durable civic renewal, Putnam points to the burst in civic practices that occurred during and after World War II, which he says "permanently marked" the generation that lived through it and had a "terrific effect on American public life over the last half-century."
Abstract: The present historical moment may seem a particularly inopportune time to review Bowling Alone, Robert Putnam's latest exploration of civic decline in America. After all, the outpouring of volunteerism, solidarity, patriotism, and self-sacrifice displayed by Americans in the wake of the September 11 terrorist attacks appears to fly in the face of Putnam's central argument: that \"social capital\" -defined as \"social networks and the norms of reciprocity and trustworthiness that arise from them\" (p. 19)'has declined to dangerously low levels in America over the last three decades. However, Putnam is not fazed in the least by the recent effusion of solidarity. Quite the contrary, he sees in it the potential to \"reverse what has been a 30to 40-year steady decline in most measures of connectedness or community.\"' As an example of how the current \"war on terrorism\" could generate a durable civic renewal, Putnam points to the burst in civic practices that occurred during and after World War II, which he says \"permanently marked\" the generation that lived through it and had a \"terrific effect on American public life over the last half-century.\" 3 If Americans can follow this example and channel their current civic

5,309 citations

Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations

01 Jan 2012

3,692 citations