Learn More
When virtual teams need to establish trust at a distance, it is advantageous for them to use rich media to communicate. We studied the emergence of trust in a social dilemma game in four different communication situations: face-to-face, video, audio, and text chat. All three of the richer conditions were significant improvements over text chat. Video and(More)
Computer-mediated communication (CMC) is thought to be inadequate when one needs to establish trust. If, however, people meet before using CMC, they trust each other, trust being established through touch. Here we show that if participants do <i>not</i> meet beforehand but rather engage in various getting-acquainted activities over a network, trust is much(More)
Effective communication and coordination across multiple sites is extremely important for global software development. An experimental simulation that mimics an interdependent software division working across multiple locations was designed to study this phenomenon. Six experiments were run, each with participants divided into four or five sites depending(More)
In the past fifteen years, a great deal has been learned about the particular challenges of distant collaboration. Overall, we have learned that even when advanced technologies are available, distance still matters (Olson and Olson 2000). In addition, a recent semi-nal study of sixty-two projects sponsored by the National Science Foundation (NSF) showed(More)
Modern workplaces often bring together virtual teams where some members are collocated, and some participate remotely. We are using a simulation game to study collaborations of 10-person groups, with five collocated members and five isolates (simulated 'telecommuters'). Individual players in this game buy and sell 'shapes' from each other in order to form(More)
Learners use software for different reasons and with differentskills and motivations than other users. Using concepts of learner-centered design (LCD), we developed a user interface for supporting learners as they use digital information resources in inquiry-based science classrooms. Learner needs are categorized in five areas: content knowledge, technology(More)
We studied the emergence of trust in a social dilemma game in four different communication situations: face-to-face, video, audio, and text chat. Three-person groups did 30 rounds of a social dilemma game and we measured trust by the extent to which they cooperated vs. competed. The face-to-face groups quickly achieved cooperative behavior, while the text(More)
As the computer game industry grows, game capabilities and designs are being re-used for purposes other than entertainment. The study of 'Serious Games', i.e. games for education and policy making, is of growing interest in many sectors. This SIG will bring together people interested in the topic area to discuss emerging opportunities and challenges. A(More)