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Jochen Rick

Bio: Jochen Rick is an academic researcher from Saarland University. The author has contributed to research in topics: Collaborative learning & Learning sciences. The author has an hindex of 20, co-authored 42 publications receiving 1791 citations. Previous affiliations of Jochen Rick include Open University & Georgia Institute of Technology.

Papers
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Journal ArticleDOI
TL;DR: An analysis of collaborative games is presented, focusing on Reiner Knizia's LORDOFTHERINGS, considered by many to be the quintessential collaborative board game, and yields seven observations, four lessons, and three pitfalls, that game designers might consider useful for designing collaborative games.
Abstract: Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is often complex and the underlying mechanisms are frequently opaque. In contrast, board games are simple. Their game play is fairly constrained and their core mechanisms are transparent enough to analyze. In this article, the authors seek to understand collaborative games. Because of their simplicity, they focus on board games. The authors'present an analysis of collaborative games. In particular, they focus on Reiner Knizia's LORD OF THE RINGS, considered by many to be the quintessential collaborative board game. Our analysis yields seven observations, four lessons, and three pitfalls, that game designers might consider useful for designing collaborative games. They reflect on the particular opportunities that computers have for the design of collaborative games as well as how some of the issues discussed apply to the case of computer games.

294 citations

Proceedings ArticleDOI
08 Jun 2009
TL;DR: Results showed that touch condition did not affect the frequency or equity of interactions, but did influence the nature of children's discussion, and in the multiple-touch condition, children talked more about the task; in the single- touch condition, they talk more about turn taking.
Abstract: This paper presents a classroom study that investigated the potential of using touch tabletop technology to support children's collaborative learning interactions. Children aged 7-10 worked in groups of three on a collaborative planning task in which they designed a seating plan for their classroom. In the single-touch condition, the tabletop surface allowed only one child to interact with the digital content at a time. In the multiple-touch condition, the children could interact with the digital content simultaneously. Results showed that touch condition did not affect the frequency or equity of interactions, but did influence the nature of children's discussion. In the multiple-touch condition, children talked more about the task; in the single-touch condition, they talked more about turn taking. We also report age and gender differences.

192 citations

Journal ArticleDOI
TL;DR: The CoWeb is a collaborative Web site that allows users to create collaborative applications with great flexibility and facilitates open authoring where any user can edit any existing page or creating new pages.
Abstract: The potential learning benefits of the Web are diminished due to the complexity of creating interactive, collaborative Web-based applications. The CoWeb is a collaborative Web site that allows users to create collaborative applications with great flexibility. The CoWeb facilitates open authoring where any user can edit any existing page or creating new pages. Using the CoWeb, both teachers and students have invented a wide variety of educational applications. Thus, the CoWeb serves as an example of an educational technology that has led to teacher inventiveness.

137 citations

Proceedings ArticleDOI
23 Nov 2009
TL;DR: The Collaborative Learning Mechanisms framework is presented and it is revealed that what might be considered undesirable or harmful interactions and intrusions in general collaborative settings, might be beneficial for collaborative learning.
Abstract: The potential of tabletops to enable groups of people to simultaneously touch and manipulate a shared tabletop interface provides new possibilities for supporting collaborative learning. However, findings from the few studies carried out to date have tended to show small or insignificant effects compared with other technologies. We present the Collaborative Learning Mechanisms framework used to examine the coupling of verbal interactions and physical actions in collaboration around the tabletop and reveal subtle mechanisms at play. Analysis in this way revealed that what might be considered undesirable or harmful interactions and intrusions in general collaborative settings, might be beneficial for collaborative learning. We discuss the implications of these findings for how tabletops may be used to support children's collaboration, and the value of considering verbal and physical aspects of interaction together in this way.

131 citations

Proceedings ArticleDOI
03 Jun 2009
TL;DR: A study investigated groups of children's use of a multitouch tabletop for a shared-space design task, requiring reasoning and compromise, and found that children used all of the tabletop surface, but took more responsibility for the parts of the design closer to their relative position.
Abstract: Applications running on multi-touch tabletops are beginning to be developed to enable children to collaborate on a variety of activities, from photo sharing to playing games. However, little is know as to how children work together on such interactive surfaces. We present a study that investigated groups of children's use of a multitouch tabletop for a shared-space design task, requiring reasoning and compromise. The OurSpace application was designed to allow children to arrange the desks in their classroom and allocate students to seats around those desks. A number of findings are reported, including a comparison of single versus multiple touch, equity of participation, and an analysis of how a child's tabletop position affects where he or she touches. A main finding was that children used all of the tabletop surface, but took more responsibility for the parts of the design closer to their relative position.

118 citations


Cited by
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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

Journal ArticleDOI
TL;DR: The theme of the volume is that it is human to have a long childhood which will leave a lifelong residue of emotional immaturity in man.
Abstract: Erik Eriksen is a remarkable individual. He has no college degrees yet is Professor of Human Development at Harvard University. He came to psychology via art, which explains why the reader will find him painting contexts and backgrounds rather than stating dull facts and concepts. He has been a training psychoanalyst for many years as well as a perceptive observer of cultural and social settings and their effect on growing up. This is not just a book on childhood. It is a panorama of our society. Anxiety in young children, apathy in American Indians, confusion in veterans of war, and arrogance in young Nazis are scrutinized under the psychoanalytic magnifying glass. The material is well written and devoid of technical jargon. The theme of the volume is that it is human to have a long childhood which will leave a lifelong residue of emotional immaturity in man. Primitive groups and

4,595 citations

01 Jan 1985
TL;DR: In this paper, Meyrowitz shows how changes in media have created new social situations that are no longer shaped by where we are or who is "with" us, making it impossible for us to behave with each other in traditional ways.
Abstract: How have changes in media affected our everyday experience, behavior, and sense of identity? Such questions have generated endless arguments and speculations, but no thinker has addressed the issue with such force and originality as Joshua Meyrowitz in No Sense of Place. Advancing a daring and sophisticated theory, Meyrowitz shows how television and other electronic media have created new social situations that are no longer shaped by where we are or who is "with" us. While other media experts have limited the debate to message content, Meyrowitz focuses on the ways in which changes in media rearrange "who knows what about whom" and "who knows what compared to whom," making it impossible for us to behave with each other in traditional ways. No Sense of Place explains how the electronic landscape has encouraged the development of: -More adultlike children and more childlike adults; -More career-oriented women and more family-oriented men; and -Leaders who try to act more like the "person next door" and real neighbors who want to have a greater say in local, national, and international affairs. The dramatic changes fostered by electronic media, notes Meyrowitz, are neither entirely good nor entirely bad. In some ways, we are returning to older, pre-literate forms of social behavior, becoming "hunters and gatherers of an information age." In other ways, we are rushing forward into a new social world. New media have helped to liberate many people from restrictive, place-defined roles, but the resulting heightened expectations have also led to new social tensions and frustrations. Once taken-for-granted behaviors are now subject to constant debate and negotiation. The book richly explicates the quadruple pun in its title: Changes in media transform how we sense information and how we make sense of our physical and social places in the world.

1,361 citations

Journal ArticleDOI
TL;DR: Dollimore as discussed by the authors argues that critical theorists should strive to understand the contradictions within our lives and our literature and explore the daemonic power of the subjects that offend our sense of tradition.
Abstract: but the threat they bring to artistic culture. From his opening mockery of the literary establishment’s tendency to theorize the world in terms of desire or gender to his disapproval of those who venerate art while denying its validity in the same breath, Jonathan Dollimore has created an easily understood, albeit at times too theoretical, synthesis of the literary and the experiential in Sex, Literature and Censorship. His arguments on critical theory do not necessarily reject the concept of theory; rather, he argues that critical theorists should strive to understand the contradictions within our lives and our literature and explore the daemonic power of the subjects that offend our sense of tradition.

1,318 citations

Journal Article
TL;DR: The article reviews the book "Alone Together: Why the authors expect more from technology and less from each other," by Sherry Turkle.
Abstract: The article reviews the book "Alone Together: Why We Expect More From Technology and Less From Each Other," by Sherry Turkle.

1,242 citations