Proceedings of the 2019 The 3rd International Conference on Digital Technology in Education
As technology is rapidly evolving, we are faced with a lot more and faster changes in our everyda... more As technology is rapidly evolving, we are faced with a lot more and faster changes in our everyday life, including in our career. A lot of freshly graduated students experience a shock during the transition from the academic environment to the professional world. Collaborating with IN360, a project that is working on providing career education for children aged between 9 to 12 years old, a digital storytelling workshop was designed to explore the impact of job digital storytelling activity for the development of university student's career management competencies. The workshop was conducted in Vietnam with 19 undergraduate student participants from Hutech University. The participants were assigned into three groups to create three different job storytelling videos in 360° format for children aged between 9 to 12 years old. The career management competencies in the participants are expected to be developed through (1) in-depth interview with someone who works in the field; (2) purposeful 360° video-making activity as a contribution to society; (3) collaborative environment with peers and companies. From the questionnaire, discussion, and observation of the activities, the job digital storytelling program conducted with IN360 did not only established storytelling skills and technology literacy in the university students but also develop some career management competencies in personal management, learning and work exploration, as well as career building areas.
This paper discusses the design of a video blog to enhance the social presence of educators in MO... more This paper discusses the design of a video blog to enhance the social presence of educators in MOOCs. Social presence is considered to be one of the critical factors in education, and MOOCs are no exception. However, in the most existing MOOCs, educators’ social presence is limited due to its predefined, linear course structure, as well as text-based semi-synchronous conversation. Hence, this research proposes a daily video blog, which focuses on presenting: 1) Educators Biography; educators’ background and experience in the subject area, 2) Educators Feedback; educators’ response to learners’ questions raised in the course, and 3) Educators Discussion; educators’ debate on the latest trends surrounding the course topicto further augment educators’ social presences. This paper studies the computer science course of FutureLearn which was conducted in October 2018 and April 2019. A series of short videos were uploaded per day on YouTube and shared with learners alongside the four weeks course. Through observing educators and learners’ behavior, as well as conducting interviews with learners, the findings suggest a positive impact of a video blog on enhancing educators’ social presence and further opens up new possibilities and new ways in designing MOOCs.
This research discusses how cultural heritage resources can be designed and used as Generous Inte... more This research discusses how cultural heritage resources can be designed and used as Generous Interfaces alongside MOOCs, to encourage open-ended explorations in digital heritage collections. As an online platform, MOOCs is opening the doors to one’s cultural collections by making their digital materials available for educational use, and further enriches the cultural heritage experience. This paper presents the practical experience in creating a generous interface in coexistence with MOOCs—the courses developed by Keio University, focusing on the history, culture, and design of rare Japanese books—and allows learners to explore contextual details, as well as connections across digital cultural heritage.
Proceedings of the Eighth ACM Conference on Learning @ Scale, 2021
This paper introduces a case study that redesigns graduate school classrooms into massive open on... more This paper introduces a case study that redesigns graduate school classrooms into massive open online course (MOOC)-like content with remote face-to-face sessions. Due to the influence of COVID-19, the higher-education environment is rapidly shifting to an online environment in many institutions. Therefore, instructors need to transform lessons they have been doing in physical classrooms to an online format. However, just conducting the same talks online is not enough to provide students with satisfactory learning. Instructors need to redesign class content and structure to optimize them for the online environment. In this case study, the research team and an instructor redesigned an existing graduate school class into MOOC-like content. We will discuss the specific methods and benefits of this initiative.
This paper introduces the initial phase of the design process of a simulator about information sh... more This paper introduces the initial phase of the design process of a simulator about information sharing in social media for educational settings. This online tool mimics real-world social media services and provides a playful learning experience. Players evaluate online information, make decisions to share or not the information, and as a result, gain or lose followers. Students can access other players’ statistics and analyze references such as expert’s opinions to support their decision-making. Through this experience, students are expected to exercise and reflect on their online social media behavior and become smart consumers and responsible creators of online information. The preliminary findings reveal a glance of social media sharing behavior among university students in Japan and clues for measuring the learning effects and the engagement for this sort of practice. Results from this research are expected to contribute to digital media literacy education and serious game desig...
Sexism has been ingrained as a part of daily life through culture and social values. Often people... more Sexism has been ingrained as a part of daily life through culture and social values. Often people don’t realize that their words or actions are actually fortifying sexism and gender stereotype. On top of that, this issue is not a common conversation topic, even sensitive, especially in Asian countries like Japan. To tackle those issues, a card game about sexism and gender stereotype was proposed. Taking the name ”Catcall”, which is a form of street harassment, players are encouraged to reflect on their experiences, past actions, and words, by facing themselves with sexist situations that occur in daily life and call out those behaviors through funny, educational, or sarcastic answer cards. Evaluation result shows player’s changes of mindset and increased awareness towards sexism in both workshop and casual environments. Furthermore, discussions about sexism were also generated during and after playing the game.
Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017
To motivate primary school students in Indonesia to learn more, career inspiration sessions are u... more To motivate primary school students in Indonesia to learn more, career inspiration sessions are usually held by communities of professionals. However, these activities face limitations such as time, distance and physical infrastructure. We propose IN360, which is an exploration of alternative media to deliver career education to elementary students in remote, undeveloped and frontier area in Indonesia utilizing digital platform and 360-degree-video. The goals of this research are twofold; (1) to create a sustainable system or model for career education content using 360-degree-video format and (2) to deliver it through a digital platform.
This chapter proposes a new learning infrastructure of performing arts education called Global Th... more This chapter proposes a new learning infrastructure of performing arts education called Global Theatre. Global Theatre connects students and theatres over the Internet and creates a unique environment to share performing arts. It enables students to enjoy performing arts together, deepen intercultural understanding, and communicate with a global audience in synchronized time, regardless of location and distance. Global Theatre consists of three basic elements: a learning program focused on performing arts; a collaborative community formed by a university, theatre space, and performing group; and an ICT platform that realizes live appreciation of performing arts. In this chapter, two experimental implementations are carried out. The authors conducted a translated play shared by Thailand and Japan in 2009, and an international collaborative play shared by Thailand, Japan, and Malaysia in 2010. Through those experiments, the effectiveness of this new learning environment for performing...
2003 Symposium on Applications and the Internet Workshops, 2003. Proceedings.
This paper concerns the deployment of the Internet over satellite circuits. A lack of operators i... more This paper concerns the deployment of the Internet over satellite circuits. A lack of operators is problematic to the spread this technology. In order to overcome this obstacle, this paper addresses training of the network's operators. In Internet operation, not only technical issues, but also issues regarding communication between operators become important when configuring routing setups such as BGP. Therefore, an operator learning workshop intended to provide knowledge and experience regarding the network's operation was held in Japan. Through this workshop operators learned to configure routers by themselves and solve problems when they occur. The workshop was also intended to foster a sense of community among its participants, which will help facilitate the configuring of a routing protocol such as BGP.
2007 International Symposium on Applications and the Internet Workshops, 2007
This paper discusses the problems of conducting a real-time workshop, where the instructors and t... more This paper discusses the problems of conducting a real-time workshop, where the instructors and the participants are located in different places, and the participants should perform hands-on lab exercises using computers that are located in another place. To address ...
Proceedings of the 2019 The 3rd International Conference on Digital Technology in Education
As technology is rapidly evolving, we are faced with a lot more and faster changes in our everyda... more As technology is rapidly evolving, we are faced with a lot more and faster changes in our everyday life, including in our career. A lot of freshly graduated students experience a shock during the transition from the academic environment to the professional world. Collaborating with IN360, a project that is working on providing career education for children aged between 9 to 12 years old, a digital storytelling workshop was designed to explore the impact of job digital storytelling activity for the development of university student's career management competencies. The workshop was conducted in Vietnam with 19 undergraduate student participants from Hutech University. The participants were assigned into three groups to create three different job storytelling videos in 360° format for children aged between 9 to 12 years old. The career management competencies in the participants are expected to be developed through (1) in-depth interview with someone who works in the field; (2) purposeful 360° video-making activity as a contribution to society; (3) collaborative environment with peers and companies. From the questionnaire, discussion, and observation of the activities, the job digital storytelling program conducted with IN360 did not only established storytelling skills and technology literacy in the university students but also develop some career management competencies in personal management, learning and work exploration, as well as career building areas.
This paper discusses the design of a video blog to enhance the social presence of educators in MO... more This paper discusses the design of a video blog to enhance the social presence of educators in MOOCs. Social presence is considered to be one of the critical factors in education, and MOOCs are no exception. However, in the most existing MOOCs, educators’ social presence is limited due to its predefined, linear course structure, as well as text-based semi-synchronous conversation. Hence, this research proposes a daily video blog, which focuses on presenting: 1) Educators Biography; educators’ background and experience in the subject area, 2) Educators Feedback; educators’ response to learners’ questions raised in the course, and 3) Educators Discussion; educators’ debate on the latest trends surrounding the course topicto further augment educators’ social presences. This paper studies the computer science course of FutureLearn which was conducted in October 2018 and April 2019. A series of short videos were uploaded per day on YouTube and shared with learners alongside the four weeks course. Through observing educators and learners’ behavior, as well as conducting interviews with learners, the findings suggest a positive impact of a video blog on enhancing educators’ social presence and further opens up new possibilities and new ways in designing MOOCs.
This research discusses how cultural heritage resources can be designed and used as Generous Inte... more This research discusses how cultural heritage resources can be designed and used as Generous Interfaces alongside MOOCs, to encourage open-ended explorations in digital heritage collections. As an online platform, MOOCs is opening the doors to one’s cultural collections by making their digital materials available for educational use, and further enriches the cultural heritage experience. This paper presents the practical experience in creating a generous interface in coexistence with MOOCs—the courses developed by Keio University, focusing on the history, culture, and design of rare Japanese books—and allows learners to explore contextual details, as well as connections across digital cultural heritage.
Proceedings of the Eighth ACM Conference on Learning @ Scale, 2021
This paper introduces a case study that redesigns graduate school classrooms into massive open on... more This paper introduces a case study that redesigns graduate school classrooms into massive open online course (MOOC)-like content with remote face-to-face sessions. Due to the influence of COVID-19, the higher-education environment is rapidly shifting to an online environment in many institutions. Therefore, instructors need to transform lessons they have been doing in physical classrooms to an online format. However, just conducting the same talks online is not enough to provide students with satisfactory learning. Instructors need to redesign class content and structure to optimize them for the online environment. In this case study, the research team and an instructor redesigned an existing graduate school class into MOOC-like content. We will discuss the specific methods and benefits of this initiative.
This paper introduces the initial phase of the design process of a simulator about information sh... more This paper introduces the initial phase of the design process of a simulator about information sharing in social media for educational settings. This online tool mimics real-world social media services and provides a playful learning experience. Players evaluate online information, make decisions to share or not the information, and as a result, gain or lose followers. Students can access other players’ statistics and analyze references such as expert’s opinions to support their decision-making. Through this experience, students are expected to exercise and reflect on their online social media behavior and become smart consumers and responsible creators of online information. The preliminary findings reveal a glance of social media sharing behavior among university students in Japan and clues for measuring the learning effects and the engagement for this sort of practice. Results from this research are expected to contribute to digital media literacy education and serious game desig...
Sexism has been ingrained as a part of daily life through culture and social values. Often people... more Sexism has been ingrained as a part of daily life through culture and social values. Often people don’t realize that their words or actions are actually fortifying sexism and gender stereotype. On top of that, this issue is not a common conversation topic, even sensitive, especially in Asian countries like Japan. To tackle those issues, a card game about sexism and gender stereotype was proposed. Taking the name ”Catcall”, which is a form of street harassment, players are encouraged to reflect on their experiences, past actions, and words, by facing themselves with sexist situations that occur in daily life and call out those behaviors through funny, educational, or sarcastic answer cards. Evaluation result shows player’s changes of mindset and increased awareness towards sexism in both workshop and casual environments. Furthermore, discussions about sexism were also generated during and after playing the game.
Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017
To motivate primary school students in Indonesia to learn more, career inspiration sessions are u... more To motivate primary school students in Indonesia to learn more, career inspiration sessions are usually held by communities of professionals. However, these activities face limitations such as time, distance and physical infrastructure. We propose IN360, which is an exploration of alternative media to deliver career education to elementary students in remote, undeveloped and frontier area in Indonesia utilizing digital platform and 360-degree-video. The goals of this research are twofold; (1) to create a sustainable system or model for career education content using 360-degree-video format and (2) to deliver it through a digital platform.
This chapter proposes a new learning infrastructure of performing arts education called Global Th... more This chapter proposes a new learning infrastructure of performing arts education called Global Theatre. Global Theatre connects students and theatres over the Internet and creates a unique environment to share performing arts. It enables students to enjoy performing arts together, deepen intercultural understanding, and communicate with a global audience in synchronized time, regardless of location and distance. Global Theatre consists of three basic elements: a learning program focused on performing arts; a collaborative community formed by a university, theatre space, and performing group; and an ICT platform that realizes live appreciation of performing arts. In this chapter, two experimental implementations are carried out. The authors conducted a translated play shared by Thailand and Japan in 2009, and an international collaborative play shared by Thailand, Japan, and Malaysia in 2010. Through those experiments, the effectiveness of this new learning environment for performing...
2003 Symposium on Applications and the Internet Workshops, 2003. Proceedings.
This paper concerns the deployment of the Internet over satellite circuits. A lack of operators i... more This paper concerns the deployment of the Internet over satellite circuits. A lack of operators is problematic to the spread this technology. In order to overcome this obstacle, this paper addresses training of the network's operators. In Internet operation, not only technical issues, but also issues regarding communication between operators become important when configuring routing setups such as BGP. Therefore, an operator learning workshop intended to provide knowledge and experience regarding the network's operation was held in Japan. Through this workshop operators learned to configure routers by themselves and solve problems when they occur. The workshop was also intended to foster a sense of community among its participants, which will help facilitate the configuring of a routing protocol such as BGP.
2007 International Symposium on Applications and the Internet Workshops, 2007
This paper discusses the problems of conducting a real-time workshop, where the instructors and t... more This paper discusses the problems of conducting a real-time workshop, where the instructors and the participants are located in different places, and the participants should perform hands-on lab exercises using computers that are located in another place. To address ...
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Papers by Keiko Okawa