Dissertations / Theses on the topic 'Online community'
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Zemlyakova, Yevgeniya (Yevgeniya Vladimirovna) 1976. "Online community : knowledge management." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/8815.
Full textIncludes bibliographical references (p. 85-86).
Introduction. Motivation: The Information Age has replaced the Industrial Age. Today, companies measure their wealth by a new type of asset -- knowledge. It is more valuable to have the best information and the best knowledge in the industry rather than physical or even natural resources. More and more companies use knowledge for strategic advantage. Therefore, knowledge assets must be nurtured, preserved and used to the largest extent possible by both individuals and organizations. Knowledge that is not accumulated, maintained and presented in a way that can be easily accessed and understood cannot be used effectively. When the challenge of efficiently managing knowledge is resolved, an organization will experience short term benefits in the form of increasing the quality of its products and services and long-term benefits acquiring the ability to use knowledge tools in forecasting, decision making and attracting more clients. The problem of Knowledge Management is an area of active ongoing research. Technologies that are used to address the problem include but are not limited to databases, data warehousing, data mining and intranets. This project focuses on using the available technologies to address the issue of effectively creating, managing, sharing and using the intellectual assets of organizations.
by Yevgeniya Zemlyakova.
M.Eng.
Carlén, Urban. "A professional community goes online : a study of an online learning community in general medicine /." Göteborg : Department of Applied Information Technology, University of Gothenburg, 2010. http://hdl.handle.net/2077/22326.
Full textHutchinson, Ronelle. "The symbolic construction of online community." Monash University, School of Political and Social Inquiry, 2002. http://arrow.monash.edu.au/hdl/1959.1/9377.
Full textFerreday, Debra. "Online belongings : fantasy, virtuality and community." Thesis, Lancaster University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410750.
Full textSilverman, Ben(Benjamin Luke Matanos). "Fursonas : furries, community, and identity online." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/127662.
Full textCataloged from the official PDF of thesis.
Includes bibliographical references (pages 72-75).
The furry fandom is a loose-knit online subculture of fans devoted to anthropomorphic animal characters. Furries are not necessarily fans of specific media properties, but instead often create their own media, including the "fursona," an anthropomorphic animal character to represent oneself in the community. Conducting empirical research through interviews, participant observation, auto ethnography, and virtual ethnography, I have sought to understand this aspect of furry identity and sociality through a number of disciplinary lenses. In this thesis, I argue that furry queers fandom through several interrelated processes: severing fandom from textual objects; developing queer sex publics; paving new pathways to queer becoming; and displacing online identity through stylized, affective modes of embodiment. These fan practices, as articulated through the fursona, cohere into a queer worlding of virtual spaces.
by Ben Silverman.
S.M. in Comparative Media Studies
S.M.inComparativeMediaStudies Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing
Herling, Jessica Lauren. "Online Community Response to YouTube Abuse." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/78126.
Full textMaster of Science
Brook, Christopher. "Exploring community development in online settings." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2004. https://ro.ecu.edu.au/theses/835.
Full textRuzicka, Matthew Robert. "Facilitating an online community among community college peer tutor trainees." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2895.
Full textBAUDO, VALERIA. "Il monitoraggio di community online: il Community Performance Index (CPI)." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2015. http://hdl.handle.net/10281/95783.
Full textDrysdale, Jeffery S. "Online Facilitators and Sense of Community in K-12 Online Learning." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3838.
Full textJones, Carmen Rose. "Examination of Online Community College Students| Community of Inquiry Theoretical Model." Thesis, McKendree University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10279238.
Full textThe purpose of this study was to examine online community college student completion and the effectiveness of student learning in online courses, which was measured through the anticipated final online course grade using the Community of Inquiry (CoI) theoretical framework. The researcher collected completion rate data for both online and face-to-face courses from the 10-day roster to the end of the semester. Surveys consisting of questions from the CoI survey, demographic questions, and the student’s anticipated final course grade were administered by the Illinois Easter Community College (IECC) district to online students near the end of spring semester. The first research question examined the difference in completion rates for online and face-to-face courses. There was a statistically significant difference with students less likely to complete an online course in comparison to a face-to-face course. Three research questions assessed the relationship between the three components of CoI and a student’s anticipated final course grade. There was no statistically significant correlation between social presence and the student’s anticipated final online course grade. Cognitive presence and teaching presence both had a positive statistically significant relationship with the student’s anticipated final course grade. The final three research questions that guided this study used multiple regression to examine a predictive relationship between the social, cognitive, and teaching presence and a student’s anticipated final course grade. Cognitive presence was the only component of the CoI model that had a statistically significant predictive value on the student’s final course grade. Based on the findings from this study, the IECC district and other community colleges should focus more attention on completion efforts on online courses compared to face-to-face courses and develop and teach online courses that enhance the cognitive presence and teaching presence in an online course.
Kidney, Colleen Anne. "Involvement in the Online Autistic Community, Identity, Community, and Well-Being." PDXScholar, 2012. https://pdxscholar.library.pdx.edu/open_access_etds/627.
Full textRuetsch, Diego. "Community Management Marketing in unabhängigen Online-Communities /." St. Gallen, 2007. http://www.biblio.unisg.ch/org/biblio/edoc.nsf/wwwDisplayIdentifier/01653518002/$FILE/01653518002.pdf.
Full textLiu, Di M. Eng Massachusetts Institute of Technology. "Visualizing remixes in an online programming community." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85442.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 106).
Scratch is a block-based programming language and associated online community that allows children and young adults to learn to build interactive games and animations - and share their creations with one another. Scratch's foremost goal is to inspire learning through exploration and creative thinking. A novel feature of its projects are their complete openness: a user can always open up another user's project to see all of its code and assets, and begin tinkering with them as if they were their own. This new revision branches from the original project, creating what we call a "remix" project. Recently, the authoring environment has been rebuilt as "Scratch 2.0", which brings what used to be a downloadable file completely online. The community website is now integral, and remixing is as easy as clicking a button. This thesis documents the rethinking and implementation of the remix tree, a visualization which allows users to explore the branching structure of changes by different users to a project over time. Additionally, we analyze changes in usage behavior and user feedback. The result is a much more usable and visually appealing tree which handles massive data sets fairly well, but continues to require iteration.
by Di Liu.
M. Eng.
Araújo, Márcia Cristina Alves de. "Online community manager: in touch with people." Master's thesis, Universidade de Aveiro, 2011. http://hdl.handle.net/10773/8230.
Full textIn the last fifteen years, the growth of the global computer network known as the internet has facilitated the rapid emergence of online interactions of dispersed groups of people with shared interests. A new communication approach is required and in this context a new professional comes up: the Online Community Manager. The new mode of communication is not a fad, but it is a sign of a big change. For better understanding the role of the community manager this document aims to show how a community itself is build, what a community is and how can it be managed in virtual world. The scientific method applied to achieve the goal was Participant Observation in which the researcher carried on an internship into an online company for six months and worked as a Community Manager for Brazil and Portugal participating actively inside a real community during this time. A complete Observation was done once the researcher became a member of the group that has been studied. The literature review was based on the central concept of community in the broad sense. Later, it was an effort to understand how the concept is transported to the virtual world and how it fits into the new context. As a result some cases were presented showing how are the real problems faced by the community manager, how they can be solved, and finally some recommendations for a Community Managment policy.
A importante colaboração de diversas personalidades ligadas à área da História da Arquitectura, bem como o levantamento fotográfico realizado contribuem para o conhecimento e valorização de um saber tradicional. Nos últimos quinze anos, o crescimento da rede mundial de computadores conhecida como internet tem facilitado a rápida interação on-line de grupos de pessoas com interesses comuns em vários ambientes. Uma nova abordagem de comunicação é necessária e, neste contexto, um novo profissional surge: o Gestor de Comunidades on-line. O novo modo de comunicação não é um modismo, é sim um sinal de uma grande mudança. Para uma melhor compreensão do papel do Gestor de Comunidades On-line, este documento pretende mostrar como uma comunidade é construida, o que é uma comunidade e como ela pode ser gerenciada em um mundo virtual. O método científico aplicado para alcançar a meta foi a Observação Participante em onde o pesquisador realizou em um estágio em uma empresa on-line por seis meses e trabalhou como gestor da comunidade do Brasil e de Portugal participando ativamente dentro da comunidade real durante este tempo. Assim, a observação pode ser considerada como completa visto que o pesquisador tornou-se membro do grupo que foi estudado. A revisão da literatura foi baseada no conceito central de comunidade no sentido amplo. Posteriormente, foi um esforço para compreender como o conceito é transportado para o mundo virtual e como se encaixa no novo contexto. Como resultado, alguns casos foram apresentados mostrando como são os problemas reais enfrentados pelo Gestor de Comunidades On-line, como eles podem ser resolvidos e, finalmente, algumas recomendações para uma política de comunidades on-line.
Obiegbu, Chinedu James. "Constructing loyalty in an online music community." Thesis, Durham University, 2018. http://etheses.dur.ac.uk/12630/.
Full textSpiro, Emma S. "Searching for community online: how virtual spaces affect student notions of community." Pomona College, 2007. http://ccdl.libraries.claremont.edu/u?/stc,15.
Full textStone, Kathleen. "Exploring Online Community College Course Completion and a Sense of School Community." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1288.
Full textOviatt, Darin Reed. "Online Students' Perceptions and Utilization of a Proximate Community of Engagement at an Online Independent Study Program." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6303.
Full textDillon, Kenneth Walter. "A study of the role of an online community in the community in the professional learning of teacher librarians." University of Southern Queensland, Faculty of Education, 2005. http://eprints.usq.edu.au/archive/00001422/.
Full textMackin, Kevin, and Simon Skogman. "Online brand community : Värdeskapande genom interaktioner och aktiviteter." Thesis, Linköpings universitet, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129901.
Full textOnline brand community (OBC) is intended to be a powerful, and potentially valuable, tool for businesses. However, the outcome has shown that companies have had difficulties responding to their OBC:s. It has resulted in companies missing the potential values that OBC offered. In order to increase knowledge about value creation and reception of the OBC:s a netnography of Minecraft and Netflix, respectively OBC has been conducted. The study examined how interactions and activities contributed to the creation of value by an increased brand equity and new innovation. It also highlighted how the OBC:s differed depending on whether the OBC:s were focused on the topics of innovation versus brand equity. The study found seven interaction patterns to analyse. The interaction patterns showed differences between the OBC:s ,based on their focus and conditions. The study could also describe how six of the seven interactions created value for the company.
Darling, Douglas Duane. "Administrative Evaluation of Online Faculty in Community Colleges." Diss., North Dakota State University, 2012. https://hdl.handle.net/10365/26633.
Full textBea, Alexander. "TreeHugging users: Engagement in an online green community." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/32870.
Full textMaster of Arts
Powell, Aaron Wiatt. "Online Support for Intentional, Teacher Community of Practice." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/30253.
Full textPh. D.
Takeda, Hirotoshi. "Measuring member contribution impact in an online community." Thesis, Paris 9, 2015. http://www.theses.fr/2015PA090034/document.
Full textThe online community (OC) is a popular form of specialized knowledge transfer, where geographically dispersed users can for a community by sharing ideas, send and post messages, debate topics, and forge online friendships. One of the problems with OC’s is that they tend to have a life cycle, where there is the birth and growth of the OC but then there is a stagnant stage where users stop posting to the OC and the community eventually dies due to inactivity. Trying to extend the vibrant growth stage of an OC is a relevant topic for any administrator of an OC. One way that an OC can stay vibrant is to encourage contributions.This research stream will look at how OC’s can keep their vibrancy for a longer period of time, by looking at various aspects of OC’s such as measures of user contribution and how new users in an OC behave. I propose to use different measures to evaluate users contributions to an OC. One of these measures is a non-invasive bibliometric measure using the Hirsch-index methodology as a way to identify high-level contributors. Another stream of this research will look at how new users behave and how this might be explained by preferential attachment
Jeffery, Grant. "Supporting school career education with an online community." Thesis, Edinburgh Napier University, 2006. http://researchrepository.napier.ac.uk/Output/3671.
Full textKubíková, Alena. "Motivace uživatelů online uměleckých komunit." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-198244.
Full textMartinviita, A. (Annamari). "Online community as experience and discourse:a nexus analytic view into understandings of togetherness online." Doctoral thesis, Oulun yliopisto, 2017. http://urn.fi/urn:isbn:9789526216430.
Full textTiivistelmä Tämä väitöskirja tarkastelee verkkoyhteisöllisyyttä diskursiivisena ilmiönä sekä kokemuksena. Väitöskirjassa tutkitaan, minkälaisia merkityksiä ja kokemuksia kolmen eri verkkoympäristön jäsenet, kehittäjät ja ulkopuoliset kommentoijat liittävät yhteisöllisyyteen. Tutkimuksen etnografinen lähestymistapa sekä neksusanalyyttinen ote mahdollistavat sen, että sosiaalista toimintaa voidaan analysoida tapahtumapaikkaan eli verkkoympäristöön ja -yhteisöön liittyvien historiataustojen, vuorovaikutusjärjestysten ja diskurssien sulautumana. Tutkimusaineisto koostuu pitkäkestoisesta osallistuvasta havainnoinnista, haastatteluista, kyselytutkimuksista sekä yhteisöllisyyttä käsittelevästä vuorovaikutuksesta tutkituissa verkkoympäristöissä. Väitöstutkimus esittää, että yhteisön käsite toimii rajaobjektina eli se saa eri merkityksiä kussakin kontekstissa, jossa se esiintyy. Ensinnäkin yhteisö-käsitteellä voidaan viitata vahvoihin yhteisöllisyyden kokemuksiin tai keveämpiin yhdessäolon muotoihin. Toiseksi yhteisö-käsite voi toimia käytännöllisenä synonyymina tietyn sivuston käyttäjäkunnalle. Kolmanneksi yhteisö-käsite voi sisältää yhtä aikaa monenlaisia merkityksiä, jotka liittyvät puheenaiheena olevan verkkoympäristön yhteisiin identiteetteihin ja käytänteisiin. Väitöstutkimus tuo uuden teoreettisen näkökulman yhteisö-käsitteen määritelmiä pohtiviin akateemisiin keskusteluihin sekä paljon empiiristä tietoa siitä, miten yhdessäolon kokemukset rakentuvat verkossa. Tätä tietoa erilaisista verkkovuorovaikutusta muokkaavista elementeistä voidaan hyödyntää muun muassa uusien teknologioiden ja ylläpitotoimintojen kehittämisessä
Hallier, Willi Christine. "Corporate impression formation in online communities : determinants and consequences of online community corporate impressions." Thesis, Brunel University, 2013. http://bura.brunel.ac.uk/handle/2438/7729.
Full textSoukup, Charles. "Communicative performance in a multi-media computer-mediated community." [Lincoln, Neb. : University of Nebraska-Lincoln], 2000. http://international.unl.edu/Private/2000/soukupdis.pdf.
Full textPDF text: [4] leaves table of contents and acknowledgments, [3] leaves abstract, 244 leaves dissertation : col. ill. Includes bibliographical references (leaves 218-239 of dissertation).
Bengtsson, Jonas, and Enesa Homovic. "Co-Creating value : Motivation till att delta i Co-Creation via ett innovation community." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29799.
Full textIn recent years, organizations have begun to work with consumers to jointly develop ideas and create new products. The organization co-create a value with consumers, also known as co-creation. This approach has become increasingly common, thanks to the development of Web technology. Organizations can now create innovation together with consumers online, for example through innovation communities. The aim of the study was to examine what motivates users in the organization driven online communities to participate in co-creation. This is to give greater insight into how an innovation community can be created to motivate consumers to contribute to co-creation. To answer this research question, we conducted a netnographic study consisting of observations and interviews. The study showed that users are motivated by both intrinsic and extrinsic motivational factors and that they co-operate. As confirmed by previous studies we also see the importance of interaction from the organization. In this thesis we address issues that can affect users' motivation to contribute. We also discuss the importance of the extrinsic motivational factors and how they affect the users’ intrinsic motivation.
Budiman, Adrian M. "Virtual Online Communities: A Study of Internet Based Community Interactions." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1215559506.
Full textRybas, Sergey. "Community Revisited: Invoking the Subjectivity of the Online Learner." Bowling Green, Ohio : Bowling Green State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1213152492.
Full textGorenstein-Massa, Felipe. "Insurgency on the Internet: Organizing the Anonymous Online Community." Thesis, Boston College, 2013. http://hdl.handle.net/2345/bc-ir:104073.
Full textOnline communities support collective action without many of the constraints that have belied collective actors and formal organizations in the past. They have become increasingly pervasive platforms for activism as well as potential catalysts for novelty in organizing practices. Scholars have shown that by leveraging affordances of the Internet, these communities have displaced or become complements to face-to-face organizations such as churches, community centers, labor unions and political groups that have traditionally structured civic engagement. Few empirical studies, however, systematically address how processes ranging from mobilization to the coordination of complex, large-scale collective action and practices that enable and support these processes are different in online environments. In this dissertation, I provide conceptual background that supports the study of online communities as dynamic and diverse modes of civic engagement. I reveal how locations, boundaries, interactions and identities are instantiated differently in online communities, influencing processes and practices that are crucial to social change. Using Internet-based ethnographic methods, I examine: (1) how an online community called `Anonymous' experiences shifts in purpose as it transitions from being focused on recreation to becoming both an incubator and support system for several social change projects and (2) how the community adopts a repertoire of coordinating practices that allows it to organize complex projects
Thesis (PhD) — Boston College, 2013
Submitted to: Boston College. Carroll School of Management
Discipline: Management and Organization
DiTirro, Nicholas A. "Integrating Online Social Environments Into Community College Student Organizations." NSUWorks, 2005. http://nsuworks.nova.edu/gscis_etd/488.
Full textRichter, K., and H. Kirchner. "Verhaltensdarstellung technischer Systeme in einer VRML-basierten Online Community." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-208709.
Full textJohnson, Roy. "Community college first-year business student online course motivation." Diss., Kansas State University, 2012. http://hdl.handle.net/2097/13740.
Full textDepartment of Curriculum and Instruction
Rosemary Talab
The purpose of this case study was to explore the online learning environment through the experiences of the individual learner and to gain more insight into the elements of Business online courses, as framed by the Keller ARCS Model of Motivation. This study explored the following three Research Questions: 1. How do undergraduate first-year Business students perceive online course elements as being motivational? 2. How do the online courses that Business students perceive as being motivational use the Keller ARCS Motivational Model? 3 How do exemplary online Business faculty use the Keller ARCS Motivational Model in online instruction? The population was students enrolled in first-year for-credit online classes taken during the Fall 2010 semester in a Midwestern community college. A sample of required Business online sections was purposively selected in order to investigate Business student motivation. The participants in this study were 18 first-year Business students enrolled in Business courses. Based on student interviews, the instructors of the three courses that were most often nominated by students as being most motivational were interviewed. Interviews of students and instructors were conducted at the end of the Fall 2010 semester. Seven themes were identified for Research Question 1: 116 units for theme “Course Communication,” 83 units for theme “Course Requirements,” 71 units for theme “Grades,” 60 units for theme “Course Organization,” 50 units for the theme “Learning Online,” 48 units or the theme “Course Element Availability,” and 46 units for the theme “Track Course Progress.” For Research Question 2, the ARCS model categories were used as a framework for understanding and interpreting student motivation: “Attention,” “Relevance,” “Confidence,” and “Satisfaction.” The components of the Keller ARCS themes were then analyzed according to the components that students perceived as being most motivational. The ARCS Themes found were: 31 units for theme “Satisfaction,” 25 units for theme “Relevance,” 24 units were found for theme “Confidence,” and 20 units were found for theme “Attention.” The significant theme findings were: The Satisfaction theme was found to include practice prior to graded activities. The Relevance theme was found to include the use of “choices” as a key motivational component to what was perceived as being relevant. The Confidence theme was found to include a progression in difficulty of activities and access to review and practice new material. The Attention theme was found to include variability of instruction and course elements. To answer Research Question 3, faculty interviews focused specifically on the Keller ARCS Motivational Model and components. The ARCS themes found were: 36 units for theme “Confidence,” 25 units for theme “Relevance,” 24 units for theme “Satisfaction,” and 22 units for theme “Attention.” The significant findings from the themes were: The Confidence theme was found to include providing key information upfront to students. The design of the course must allow for student success and become progressively more difficult for students. Also, the time and effort required to complete activities should be provided to students. The Relevance theme was found to include the use of “choices” and to relate the course to the student’s situation as key motivational components. The Satisfaction theme was found to include negative consequences that are handled within the course, and practice that offers immediate feedback. The Attention theme was found to include students asking students questions within the course. Recommendations for further studies included a qualitative study to uncover how online Business students are motivated in their second and later years and a study to understand student motivation through various settings and technologies used in learning management system course elements.
Abdalla, Lena(Lena A. ). "Classification of computer programs in the Scratch online community." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/129862.
Full textCataloged from student-submitted PDF of thesis.
Includes bibliographical references (pages 133-136).
Scratch is a graphical programming platform that empowers children to create computer programs and realize their ideas. Although the Scratch online community is filled with a variety of diverse projects, many of these projects also share similarities. For example, they tend to fall into certain categories, including games, animations, stories, and more. Throughout this thesis, I describe the application of Natural Language Processing (NLP) techniques to vectorize and classify Scratch projects by type. This effort included constructing a labeled dataset of 873 Scratch projects and their corresponding types, to be used for training a supervised classifier model. This dataset was constructed through a collective process of consensus-based annotation by experts. To realize the goal of classifying Scratch projects by type, I first train an unsupervised model of meaningful vector representations for Scratch blocks based on the composition of 500,000 projects. Using the unsupervised model as a basis for representing Scratch blocks, I then train a supervised classifier model that categorizes Scratch projects by type into one of: "animation", "game", and "other". After an extensive hyperparameter tuning process, I am able to train a classifier model with an F1 Score of 0.737. I include in this paper an in-depth analysis of the unsupervised and supervised models, and explore the different elements that were learned during training. Overall, I demonstrate that NLP techniques can be used in the classification of computer programs to a reasonable level of accuracy.
by Lena Abdalla.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Miller, Erica Ellsworth. "Creating Community for Parents: Faith, Trauma, and Online Talk." BYU ScholarsArchive, 2021. https://scholarsarchive.byu.edu/etd/8972.
Full textCameron, Nancy G. "Best Practices for Online Teaching: Building a Learning Community." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etsu-works/7043.
Full textCoria, Erica. "Information sharing in an online community of urban gardeners." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22458.
Full textBeerline, Nora. "Academic Motivation in Online and Traditional Community College Students." University of Toledo / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1582026665119838.
Full textCarter, John D. N. "GOING GAGA: POP FANDOM AS ONLINE COMMUNITY OF PRACTICE." UKnowledge, 2018. https://uknowledge.uky.edu/ltt_etds/27.
Full textCaswell, Thomas Hubbard. "Designing an online support community for novice computer users." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2504.
Full textBorzewski, Lisa Marie. "Factors for Success in Community College Online Gateway Math." ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/2955.
Full textHansson, Torsten. "Collaborative Community Engagement: Developing a framework towards community engagement through an online collaborative drawing platform." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23798.
Full textWoodworth, Ashley C. "Community and Identity in Contemporary Physical and Virtual Spaces: Toward an Integration." Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_theses/258.
Full textDoyon, Malin, and Sofia Borg. "Engagerad ”online” – konsument ”offline”? : En explorativ studie om konsumtion och kundengagemang i Livrustkammarens online brand community." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-35571.
Full textWorley, Cynthia Dawn. "Student Perceptions of Connectedness in Online Courses." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1429.
Full textMOSCHIN, MASSIMILIANO. "Online brand communities: studio della comunità Fantic Motor." Doctoral thesis, Urbino, 2019. http://hdl.handle.net/11576/2665329.
Full text