'network based learning'
Bannan-Ritland, B. (2002). Computer-mediated communication, elearning, and interactivity. The Quarterly Review of Distance Education, 3(2), 161-179.
Perhaps this is a display of my ignorance about academic writing but the fact that it takes Bannan-Ritland 7 pages to explain the method that she used to create this overview of academic writings that relate to interaction (particularly finding a definition for the term) seems pretty counter-productive and makes for some rather turgid reading. (Given that it only took her a couple of paragraphs to explain that there is a fair degree of difference of opinion in the writings about the definition)
Once she gets going though it gets much better and some interesting ideas about the nature of interaction are covered.
“Interaction can be viewed as a function of:
- learners participation or active involvement
- specific patterns and amounts of communication
- instructor activities and feedback
- social exchange or collaboration
- instructional activities and affordances of the technology
She goes on to look at the papers that address each of these possible definitions and look at examples
Interactivity as defined by Active involvement by the learner
“the researchers concluded that students have specific goals for each interaction in an eLearning environment, including getting help or sharing information related to the content of the course, getting help on the technology, submitting homework and participating in discussion to exchange ideas of socializing”
The Gunawardena, Lowe and Anderson (1997) model of knowledge construction “relies on an active view of knowledge construction by the learner that moves through five phases, including:
- sharing/comparing of information
- discovery and exploration of dissonance or inconsistency among ideas, concepts or statements
- negotiation of meaning and/or co-construction of knowledge
- testing and modication of proposed synthesis or co-construction
- phrasing of agreement, statements and applications of newly constructed meaning
Interactivity as defined by Patterns of Communication among learners/instructors
“Identifying the purpose of online messages as organizing, lecturing, humanizing or expressing opinions provided a detailed view of interaction patterns in an eLearning environment”
“Vrasidas and McIsaac (1999) explicitly and broadly defined interactivity as “reciprocal actions of two or more actors within a given context” (p. 25)… In addition, data on teacher and student views of interaction were collected, ultimately determining that multiple factors such as structure of course, class size, feedback and prior experience with CMC influence interaction”
“Synchronous communication was determined to be more interactive, demonstrating a type of discourse mimicking face-to-face interaction. Asynchronous communication was more constrained than synchronous but also more complex”
“Also in a small group context, Ahern and Durrington (1995-6) investigated the effects of anonymity and interaction in a computer-mediated discussion and found that anonymity promotes increased participation by students”
Interactivity defined as Instructor/Learner communication
“Mahesh and McIsaac (1999) operationalized interactivity as the dynamic of instructor-student communication and the actions of the instructor to encourage communication among students. Instructor time spent on these activities also provided an operational definition of interactivity in this study”
“These researchers concluded that eLearning is dependent on the personal and unique style of instructors and their activities in an online course as well as instructional and logistical factors”
Interactivity as Social, Cooperative or Collaborative Exchange
“…messages that asked questions, answered questions, provided support, clarified ideas, built consensus and contained social messages were interactive in nature. Asynchronous bulletin board conferencing provided more task-related messages and were more appropriate for self-reflection, while synchronous chat demonstrated more interactivity… and much less task-oriented communication”
Interactivity as a Range of Instructional Activities and Technologies
“Luetkehans (1999) determined that interactivity is most prominent in contexts where multiple strategies and activities, including instructor feedback, collaborative learning strategies and multiple technology mechanisms encourage student participation”
Bannan-Ritland moves on to examine the specific types of eLearning interactions identified in the literature
- learner-self
- learner-human (learner-learner, learner-instructor)
- learner-non-human
- learner-instruction
“structure, class size, feedback to students and participants prior experience with CMC are prominent variables related to interaction”
“teachers are more concerned about the level of participation and interaction with students in an eLearning course than a traditional one and… students stated that a lack of feedback from both instructors and their peers contributed to feelings of isolation and dissatisfaction with the course”
Bannan-Ritland identifies some gaps in the current research (or at least in the research she investigated)
“This review did not reveal any studies focusing on learner-non-human interactions, nor did the review reveal research that demonstrated the higher-level learner instruction interactions that incorporate a meta-level strategy or deliberate arrangement of events”
Some of the key findings that Bannan-Ritland drew from her review are that:
- high levels of interaction need to be modeled by the instructor for students
- a cooperative goal structure requiring students to interact with other students can promote interaction
- Asynchronous and synchronous forms of communication afford different instructional strategies
- instructor’s teaching style and background impacts course design, structure and level of interactivity implemented
- small groups using asynchronous communication demonstrate task-directed behaviour in problem solving
- instructors should expect to spend more time on an eLearning course than a traditional one
- sychronous discussions are highly interactive and demonstrate more student control
- asynchronous mode offers more complex language than synch and primarily demonstrated student responses to teacher requests
- instructor or subject matter expert needed to draw out new concepts
- pair advanced students as mentors to novices
- promote issue-based introductory questions allowing students to develop own ideas and thoughts.
The summary of all the research papers at the end – broken down by focus, types of interactions and conclusions is the most useful part of this as it is packed with good practical tips.
September 26th, 2007
Brook, C. and Oliver, R. (2003). Online learning communities: Investigating a design framework. Australian Journal of Educational Technology, 19(2), 139-160. http://www.ascilite.org.au/ajet/ajet19/brook.html
Begins with a quick overview of some of the benefits of collaboration and community interaction in learning:
- increased motivation
- promoting learning achievement
- enhanced perception of (and satisfaction with) skill development
- nurturing, socialisation & support
“modern societies tending to develop more relational communities… or communities of the mind”
“a learning community is characterised by a willingness of members to share resources, accept and encourage new membership, regular communication, systematic problem solving and a preparedness to share success (Moore & Brooks, 2000)”
“Potentially negative influences include the need for members to conform and the subsequent loss of individuality… and the potential to hoard knowledge and thus restrict innovation… Also noteworthy is the potential for community structures to exert pressure on some individuals to engage in nonconforming rather than conforming behaviours, resulting in dissidents and the formation of sub-communities..”
“Sense of community is based on an attachment relationship and this relationship is not based on the interactions with any one member of the community but instead with any member (Hill, 1996)”
“Sense of community has been defined as ‘a sense that members have a belonging, members matter to one another and to the group and a shared faith that member’s needs will be met through their commitment to be together’(McMillan & Chavis, 1986p.9)
Strategies to support a good online community might include:
- a common symbol system
- establishing a common purpose
- facilitating frequent and easy meetings
- developing a sense of place
- being non-judgemental
“Constructionism is seen as offering an important bridge between cognitive and sociocultural perspectives on cognitive development, by arguing that individual development cycles are enhanced by shared constructive activity in the social environment. Furthermore, social settings are enhanced by the cognitive development of the individual”
“It has been suggested that the social construction of knowledge in the online environment progresses through five sequential phases (Gunawardena, Lowe & Anderson, 1997):
Sharing and comparing of information: statements of opinion and observation and corroborating examples provided by one or more participants characterise phase one
The discovery of exploration of dissonance or inconsistency among ideas, concepts or statements: Phase two identifies and states areas of disagreement, and perhaps escalates conflict through reference to research or experience
The negotiation of meaning: exploration of meaning and the identifying of areas of agreement characterise phase three
Testing and modification of proposed synthesis or co-construction: phase four is characterised by testing the proposed synthesis against ‘received fact’; as shared by the participants and/or their culture
Agreement statements and the application of newly constructed meaning: metacognitive statements by the participants, illustrating their understanding that their new knowledge or ways of thinking have changed, characterise phase five.
People may participate in communities because of the perceived benefits even if their nature is to avoid such interactions – teachers may need to emphasise the benefits in ’selling’ the community
“Factors that may influence community development include policies…, the discipline and education level of the course…, the instructor… and the students. At a process level, influencing factors include the purpose the community serves in the lives of its members.., support for communication…, the nature of meetings… and the gathering place…”
Some ideas, tips and strategies:
“It has been suggested that the role of the instructor is pivotal in the development of online learning communities… The manner in which this role is approached depends on the characteristics and beliefs of the instructor…, including educational philosophies…, perceptions of self as either connected of separate… and perceptions of their role. Other considerations include the instructor’s online experience, the nature of the social environment they develop and the manner in which they manage the learning environment”
“The nature of the cohort, including the number of participants, may also influence community development strategies. In asynchronous environments, groups size is recommended to be no larger than 25, while 10 is suggested for the synchronous environment”
“Groups that are dominated by individuals who perceive themselves as separate are likely to be characterised by competition, while those dominated by connected individuals are likely to be characterised by cooperation”
“Essential in the formation of all communities is the purpose that the community serves in the lives of its members”
“Purpose may reflect the manner in which student participation is encouraged. Suggestions include mandated participation through the allocation of grades…, providing an increase in intellectual resources through guest experts…, presenting a problem or disorienting dilemma… and linking activities to the lived in world… The purpose and context may also be established through encouraging collaborative construction of knowledge…, facilitated through group work or projects… or by the instructor acting as an agent provocateur”
“An essential requirement for community development is regular and meaningful meetings… Communication may be encouraged through grading participation, based on the quantity or quality of communications…, requesting responses…, establishing a sense of positive outcome as a result of belonging… and encouraging members to pay their dues.”
“Setting an appropriate pace and schedule for participation that maintains active engagement, without dominating the learning experience, may provide further support”
“Strategies that promote connectedness include engendering the human elements of community… and establishing user profiles… Additional strategies include welcoming new members, sharing wisdom, resolving problems and sharing success…”
I think that the user profiles part in particular is important – the more you know about someone the more interested you are in what they have to say. Questions might also be framed in such a way that learners are encouraged to relate them directly to their experiences, bringing personal anecdotes to the discussion. An initial face-to-face orientation session is also a useful idea as a way of creating connections – maybe voice or even video chat (even avatar based) could add something. – Maybe a chat session in second life?
“Supporting communication includes assisting students in becoming proficient with the technology…, developing text based communication skills… and instituting a sequencing of activities…”
“Due to the more independent nature of the online learning environment, there is a need to support students in managing their own learning experience including setting goals and prioritising tasks… It is also useful to provide weekly reminders… and clearly state roles and responsibilities…”
“Given the importance of non-verbal factors in communication…, which are to a large extent absent in text based environments…, helping students develop text based communication skills may also support community development…”
The rather glaring alternative to this – or perhaps supplement – is to be less reliant on text for communication – again, audio, video, images and virtual world based communication might help level the playing field a little here. I’d say that half of the fellow students in my class have English as a second language and while you get the gist of what they are saying in text, it may well come across more effectively in other ways.
There’s a bit of other stuff about encouraging respect and trust with codes of conduct – I’d suggest that these be generated by the group and possibly even subject to regular review. It also talks about creating a greater sense of place by using welcoming messages (hmm maybe) and acknowledging individual contributions, making sure that trade in ideas and information is fair (some people will just lurk, it’s the nature of the boards) and avoiding anonymity and “electronic self”s
Quite a few interesting ideas which draw on a lot of research that has come before – I would have liked to have seen a few more specific strategies for encouraging contributions beyond the initial entry point but all in all, this is a useful piece of writing.
September 17th, 2007
Wenger, E. C. and W. M.Snyder (2000). Communities of practice: The organizational frontier. Harvard Business Review 78(1): 139.
An interesting overview of some useful guidelines for setting up and running a successful community of practice. This is heavily business oriented and the communities seem to all be based within one organisation but some of the ideas are still useful – particularly as these are things that can be hard to sell to the finance types who need to pin measurable achievements to money spent.
“What are communities of practice? In brief, they’re groups of people informally bound together by shared expertise and passion for a joint enterprise”
“People in communities of practice share their experiences and knowledge in free-flowing, creative ways that foster new approaches to problems”
“Communities of practice… are informal – they organise themselves, meaning they set their own agendas and establish their own leadership. And membership in a community of practice is self-selected”
There’s a lot of stuff in here about the need for strong organisational support in nurturing a community of practice in a business – ideally there will be a senior executive who is able to step in and provide support when the community identifies problems (such as I.T infrastructure that holds things up) . They also make the point that managers need to use non-traditional means to assess the value of the community of practice – anecdotal evidence from participants about how problems were solved etc. (Good forum for sharing “best practice”). (Apparently they can also help with staff retention)
In essence, this might be a useful paper with a lot of case-study type examples if you were wanting to create a c.o.p in your large enterprise – but there’s virtually nothing about communities that stretch across fields.
September 16th, 2007
Harper, B. (1992) Navigation Options in Interactive Multimedia. In J. G. Hedberg and J. Steele, Educational Technology for the Clever Country, Selected papers from EdTech’92,Conference of the Australian Society for Educational Technology. University of Adelaide-Australia, 1-3 October (pp 10-16). Belconnen, A.C.T. : AJET Publication for the Society.
This article, like many others, starts out with the usual rah-rah interactive multimedia is great, shift to learner-control, enriching the learning experience yada yada spiel. It’s all fairly true but it seems to be at the start of every article I’ve read for a while now.
Once it gets past this preliminary stuff though, it is actually fairly useful and contains a number of interesting approaches to designing navigation in multimedia. It’s a little unfortunate that the article is 15 years old though as you get the sense that there’s probably been a lot more work done since. It therefore requires a little extrapolation to move the concepts to the 3D game based environment that I’m thinking about (I think Wolfenstein 3D had only just been released at the time this was written)
My project is to develop a 3D game space that the learner walks through in first person perspective. It provides new teachers at CIT an orientation to the services and resources available within the Education Development Centre at CIT, which includes Curriculum, Teacher Education, the Library and Flexible Learning Solutions (the online learning unit).
It’s possible to run this as a multiplayer game which allows for real-time text chat interaction between a number of players.
I’ll run through some of the interesting ideas about multimedia navigation in the paper and how I might use them in my game.
(To begin, here is why good navigation design is important)
“… used effectively, the technology can allow users to interact in ways that the designers of the system did not plan… good instructional design of interactive multimedia materials makes it unnecessary to materials to be structured for the learner. Effective student use of unstructured materials however, will depend on the type of access to the information the users can obtain i.e. the navigation options available to the user. ”
“When a learner can branch down multiple paths and rapidly change the direction and focus of the learning sequence, there is possible interference with effective learning through the inappropriate application of information by the learner to their internal schemas”
Navigation options:
“the guide metaphor where a character is created and used by the author to link ideas and visual travel through the hypermedia materials” – this is certainly one approach to the game and could be done in several different ways.
A non-player-character is automated and sets the learner tasks to complete in the environment (although this isn’t a guide so much I guess) – there could be NPCs in hallways that can answer basic queries about where certain areas are. The other option is to have a live guide in the multiplayer version who runs a bit of an orientation – though this isn’t necessarily very practical or realistic.
“other suggested structures include those which are based on ideas such as sequential navigation (using cues to show how far you are along a path; the clues varying from a simple screen number of the total or some conceptual description of the sequence), visual navigation (using a plan of the possible paths) and hybrid navigation (mixtures of both) (Hedberg & Harper, 1991)”
This has given me some thoughts about ways to set up the activities – in recreational gaming I’m fairly partial to sandpit style games such as the Grand Theft Auto series, where you can take on missions or just explore the environment. (But you need to complete certain missions to unlock new missions or new parts of the environment). I could have the entire area explorable, with different kinds of resources accessible (including being able to chat to all the staff) as well as having a room where you can get your missions from. You could collect keys (or something) which allow you to unlock rooms which provide additional missions. You could measure your progress by looking at the rooms you’ve opened.
Techniques to provide navigation cues for users:
“using colour to identify the area or major learning path”
This actually works pretty well as we recently had the rooms in our area repainted and each dept went with a different colour scheme. I’m thinking that it would be useful to have a few “You are here” maps around the place and/or some signs which could be colour coded without too much difficulty.
“simple use of contextual clues, regular use of a standard format of basic word style format to indicate links with other sources of information”
Other than the fact that this seems like a fairly tortured sentence, what I got from it was that in the rooms, on the walls near the desks of the different people we could have text and icons that reflect their areas of expertise. These could also be replicated on the maps. (E.g an artists palette for our graphic designer)
“written directions which appear in separate areas or windows to the information required to learn the underlying concepts”
I agree with this idea although I’m not sure entirely how to put it into action in the software that I’m thinking of. (FPS Creator). If the player/learner had a key that they could toggle a PDA on and off, you could have this information there. It could be possible to have some computer screens that the player/learner could access this information from but they would need to go to the screen any time they wanted to check a detail. If it was a multiplayer game I guess the instructions could just sit in the chat window.
“enabling learning path maps to be modified highlighting the paths which have been travelled”
This comes back to my earlier point about knowing what you’ve done by what rooms you’ve unlocked. I’m a little unsure about this however as it goes against my desire to have an environment that people can wander around completely freely.
“creating new links by the learner using a series of tools which enable the package to be modified, either by adding new information or by adding new hypertext linkages based on the students’ own conceptual maps”
It would be great if there was some way to embed web access (and presumably a wiki) into a part of the game. As far as I’m aware, this isn’t an option but I’ll keep looking. A setup like the 3D browser called 3B would be good – it could live on the smartboard in the training/conference room part of the game.
Defining Navigation types:
This is another of those instances where the datedness of this article shows – the concepts are still sound, just behind the times.
“Materials can be designed to focus on the appropriate development of schema and hence improve learning efficiency. In effect, any navigational system must employ elements with as much intrinsic meaning as possible… this link can be enhanced through understandable and well chosen metaphors”
He goes on to list a few different options:
- Modal (icon based)
- Relational (stack maps)
- Hierarchical (more like an organisational chart or a website map)
- Sequential (basic back, forward and index buttons)
- Geographical/Spatial (much closer to Florin’s info landscape model – and my 3d game)
- Conceptual (metaphor + info landscape)
The Geographical/Spatial seems to reflect my approach with the game so I guess I’ll note the quote:
“selecting parts of a whole by an inherent physical/geographic relationship. This approach might be exemplified region by using a map as a link between objects” – or a navigable 3D environment.
I had a few other thoughts as I was reading this paper:
What about a bookshelf in every person’s area? (Or similar metaphor for stored info – maybe a pda?)
It would be good to be able to access the online pd courses from inside the game – again, in game web access is the key.
September 7th, 2007
Florin, F. (1990) Information Landscapes. In S. Ambron & K. Hooper (Eds) Learning with Interactive Multimedia. Microsoft Press. pp. 27-49.
“As you visit an information landscape, you can merely walk along pathways and look at roadside attractions, or you can choose from many different options. Some of the options take you on linear trails, which you experience passively from start to finish, as you would ride in a bus. Other activities give you local control – similar to driving a car. Maps can show you a bird’s eye view of the territory and guides can take you on tours or give you more conversational assistance.”
Fabice Florin presents a range of different models for presenting information – broken into five essential structures:
- Collections of data
- Interactive documentaries
- Annotated movies
- Networks of guides
- Hands-on activities
“I have referred to raw images, sounds, text, and film clips as data, regardless of media type. Meaningful arrangments of such data into thoughtful presentations are referred to as information”
collections of data:
“the simplest way to present knowledge is to break it down into collections of similar data or materials” Should that be information?
Data could be organised in a cube shape, with an x, y and z axis to define it in different ways (eg data could be presented chronologically along the x – width – axis, thematically along the y – height – axis and alphabetically along the z – depth – axis)
This system has limitations in that it may be necessary to categorise data in more than 3 ways and it may be difficult to create meaningful connections between the data in this manner.
Florin reached these conclusions about this approach:
- “Clusters of tightly interconnected materials focused on specific topics are more satisfying that thin layers of data covering broad subjects. For example, isolated pictures are not as interesting as sets of five or more, where each picture in the set adds meaning to the others, exposing relations hidden in the single shot
- In most cases, pictures with no good captions or data are not very useful
- Still pictures and text can ofter be perecived as lifeless unless they are combined with sound or motion footage. I highly recommend that great care be given to the selection of a rich audio track and, if possible, film or video clips that bring a subject to life.”
interactive documentaries:
“a more elaborate structure for an information landscape is the interactive documentary, which centres all data around modular presentations. These presentations can be short stories or interactive diagrams linked to related materials. By focusing on such presentations as building blocks of an information landscape, more meaning is given to the materials, connecting data points to each other along specific lines of thought. These nodes of informations can now be browsed as integrated documents, rather than as disconnected data. Moreover, users can choose the order in which these presentations appear and interrupt them at will”
(e.g a sequence of video clips set up like a storyboard, with a brief explanatory title below each one)
The important aspect is that the information is connected but democratically accessible and learners can dig down into related collections of data from the starting point.
“It is a collection of experiences and ideas about a given subject, available to users in either linear or nonlinear modules, story modules organise materials against a temporal axis, whereas place modules arrange them in a spatial layout.”
“A clear drawback however is that often no easy way exists for first-time users to know which modules to try first, and some time needs to be spent poking around and playing clips at random before discovering what is available”
annotated movies
“In this structure, a feature-length movie is the main backbone of the landscape. Unlike the free-form browsing approach of the interactive documentary, the annotated movie has a strong linear structure. Viewers are encouraged to view the entire movie and then to use the interactive information environment surrounding the movie to revisit it and explore the issues that it raises”
This is one of many examples in which this print based article really suffers from the lack of a supplementary website, where we can actually experience the material being discussed. I think I understand it but I’m not sure if this means that the whole movie is clickable, providing interactivity all the way through or if it is a menu that offers this option. As far as I can see, it’s the former, but being able to see this in action would be a tremendous help.
“One of the main advantages of the annotated movie is that the narrative provides a common thread that ties together all subject in the information landscape. Having to build around a specific storyline encourages the interactive developers to go for depth rather than breadth, which makes for a richer environment”
networks of guides
“Looming on the horizon is a fascinating challenge, that of building information landscapes containing individual guides who provide users with personalised assistance”
Perhaps something like the internet – making use of real people and computer mediated communications? (Ah, ok, he comes to this as an option)
“The best way for an information landscape to grow is through live channels of communication to and from the outside world, allowing for feedback, editing, updates and so on. In such a scenario, the process becomes more important than the actual product. The system becomes a focal point for the development of a community of interested users and authors who collectively extend the shared knowledgebase.
This requires a simple but powerful set of composition tools that allow content experts and novice users to mark, annotate, link and otherwise interconnect various parts of the information landscape. Such tools would let users compare different points of view and develop their own through essays, diagrams, tours and other custom presentations. Ultimately, any user could become a guide to the environment.
To illustrate this concept, I have added guides to the landscape in my diagram. These guides add their knowledge to the environment by connecting various information nodes and data points; the webs they weave reach deep within the shared landscape, but they also extend out into the real world.”
Ok, well this impresses me a fair bit – certainly for something written in 1990. It seems to predict Wikipedia and the social web by quite a few years. (It is very much in keeping with Tim Berners Lee’s initial vision for the World Wide Web)
“As larger user communities gather around our information landscapes, different classes of guides are likely to emerge, including:
- System operators, information brokers and editors – who provide general services to help connect users with what they are looking for (i.e. Search engines, RSS? )
- Specialists and content experts – who concentrate on specific subjects and report on their particular knowledge domain (websites)
- Interdisciplinary authors – who provide editorial commentaries and personal insights across a wide range of subjects
- Other users – who share tips with each other about interesting information they have found or added to the system (the blogosphere, social web news sites like Digg, Wikipedia)
hands-on activities
“the guiding principle is that they be fun and that they help users gain new insights”
“these activities are very compelling because they let users participate as players in the environment, not merely as spectators. The locus of control is shifted from the designers back to the users. Rather than absorb someone else’s ideas, users now determine the outcome of their individual experiences. The make choices and reach their own conclusions. This deepens their understanding of the subject, because that knowledge was discovered “hands-on” and is now theirs”
“The reason such activities seem so important is that they suggest different modes of interaction between users and their information environment. An activity provides an arena for people to play in and materials to play with; most importantly, however, it gives people ideas of what to do in that context”
Ok, so he thinks that games and scenario based activity is good – I’m hardly going to argue with that.
design factors to consider
“The first step in designing an information resource is to define it’s primary purpose:
- Is it meant as a generic resource or to teach a specific topic?
- How broad does it have to be?
- Who is the intended user group?
- How will users interact with it?
- Where do they need the most help?
The next step is to identify the materials available for that project:
- How much data is provided for each item?
- Are the items catalogued?
- Are they cross-indexed?
- Have they been annotated or edited together with a single commentary?
- Are they disparate documents or have they been carefully researched and sorted?
You now have to select a particular structure as the main framework of the landscape. The purpose of the project and the nature of the materials may suggest one but more often it is a creative call. This process feels somewhat like landscaping or urban design:
- What primary features do you want to build around?
- Which secondary features do you want to emphasise?
- How do you balance these different elements?
- How do people move from one to another?
I like to think of the different structures presented above as different types of space in a rural landscape. For example, collections could be fields of raw materials, a documentary could be seen as a small town, a movie might flow like a stream through the landscape, guides might be shown as figures on a hilltop and activities might be represented by a playground.
Like a city planner, you are designing not only the structure of the information landscape but also the flows and processes that take place in and around that environment. In the end, you really are shaping the culture of a user group, not just its database. “
I think this is one of the most useful things I have read in this course so far. Looking forward to seeing how I can put it into practice.
August 27th, 2007

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August 19th, 2007