Arshad, M., & Akram, M. S. (2018). Social Media Adoption by the Academic Community: Theoretical Insights and Empirical Evidence From Developing Countries. The International Review of Research in Open and Distributed Learning, 19(3). Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/3500
Building on the social constructivist paradigm and technology acceptance model, we propose a conceptual model to assess social media adoption in academia by incorporating collaboration, communication, and resource sharing as predictors of social media adoption, whereas perceived ease of use and perceived usefulness act as mediators in this relationship.
According to the latest social media statistics, there are more than 2 billion Facebook users, more than 300 million Twitter users, more than 500 million Google+ users, and more than 400 million LinkedIn users (InternetLiveStats, 2018).
although social media is rapidly penetrating into the society, there is no consensus in the literature on the drivers of social media adoption in an academic context. Moreover, it is not clear how social media can impact academic performance.
Social media platforms have significant capability to support the social constructivist paradigm that promotes collaborative learning (Vygotsky, 1978).
Perceived usefulness (PU) – This was defined by Fred Davis as “the degree to which a person believes that using a particular system would enhance his or her job performance“.
Perceived ease-of-use (PEOU) – Davis defined this as “the degree to which a person believes that using a particular system would be free from effort” (Davis 1989).
proposing a Social Media Adoption Model (SMAM) for the academic community
Social media platforms provide an easy alternative, to the academic community, as compared to official communications such as email and blackboard. my note: this has been established as long as back as in 2006 – https://www.chronicle.com/article/E-Mail-is-for-Old-People/4169. Around the time, when SCSU announced email as the “formal mode of communication).Thus, it is emerging as a new communication and collaboration tool among the academic community in higher education institutions (Roblyer, McDaniel, Webb, Herman, & Witty, 2010). Social media has greatly changed the communication/feedback environment by introducing technologies that have modified the educational perspective of learning and interacting (Prensky, 2001).
the Theory of Reasoned Action (Fishbein & Ajzen, 1975) and the Technology Acceptance Model (Davis, 1989) have been used to assess individuals’ acceptance and use of technology. According to the Technology Acceptance Model, perceived usefulness and perceived ease are the main determinants of an individual’s behavioral intentions and actual usage (Davis, 1989).
Perceived usefulness, derived from the Technology Acceptance Model (TAM), is the particular level that an individual perceives that they can improve their job performance or create ease in attaining the targeted goals by using an information system. It is also believed to make an individual free from mental pressure (Davis, 1989).
Perceived ease of use can be defined as the level to which an individual believes that using a specific system will make a task easier (Gruzd, Staves, & Wilk, 2012) and will reduce mental exertion (Davis, 1989). Venkatesh (2000) posits this construct as a vital element in determining a user’s behavior toward technology. Though generally, there is consensus on the positive effect of perceived ease of use and perceived usefulness on users’ attitude towards social media, it is not yet clear which one of these is more relevant in explaining users’ attitude towards social media in the academic community (Lowry, 2002). Perceived ease of use is one of the eminent behavioral beliefs affecting the users’ intention toward technology acceptance (Lu et al., 2005). The literature suggests that perceived ease of use of technology develops a positive attitude toward its usage (Davis, 1989).
Collaborative learning is considered as an essential instructional method as it assists in overcoming the communication gap among the academic community (Bernard, Rubalcava, & St-Pierre, 2000). The academic community utilizes various social media platforms with the intention to socialize and communicate with others and to share common interests (Sánchez et al., 2014; Sobaih et al., 2016). The exchange of information through social media platforms help the academic community to develop an easy and effective communication among classmates and colleagues (Kaplan & Haenlein, 2010). Social media platforms can also help in developing communities of practice that may help improve collaboration and communication among members of the community (Sánchez et al., 2014). Evidence from previous work confirms that social media platforms are beneficial to college and university students for education purposes (Forkosh-Baruch & Hershkovitz, 2012). Due to the intrinsic ease of use and usefulness of social media, academics are regularly using information and communication technologies, especially social media, for collaboration with colleagues in one way or the other (Koh & Lim, 2012; Wang, 2010).
Session Title: Measuring Learning Outcomes of New Library Initiatives Coordinator: Professor Plamen Miltenoff, Ph.D., MLIS, St. Cloud State University, USA Contact: pmiltenoff@stcloudstate.edu Scope & rationale: The advent of new technologies, such as virtual/augmented/mixed reality, and new pedagogical concepts, such as gaming and gamification, steers academic libraries in uncharted territories. There is not yet sufficiently compiled research and, respectively, proof to justify financial and workforce investment in such endeavors. On the other hand, dwindling resources for education presses administration to demand justification for new endeavors. As it has been established already, technology does not teach; teachers do; a growing body of literature questions the impact of educational technology on educational outcomes. This session seeks to bring together presentations and discussion, both qualitative and quantitative research, related to new pedagogical and technological endeavors in academic libraries as part of education on campus. By experimenting with new technologies such as Video 360 degrees and new pedagogical approaches such as gaming and gamification, does the library improve learning? By experimenting with new technologies and pedagogical approaches, does the library help campus faculty to adopt these methods and improve their teaching? How can results be measured, demonstrated?
THURSDAY, MARCH 15, 2018 | 1:00 PM CENTRAL | 60 MINUTES
Instant communication with one another (and the world) has tremendous benefits. At the same time, it has serious drawbacks that tend to offset those advantages. The evidence is mounting that students’ overreliance on their cherished devices is interfering with their critical thinking and problem-solving skills, ultimately impacting their emotional health, mental health, and academic performance.
How can your institution assist students in the digitally-obsessed information age?
Register today for the Magna Online Seminar, Students and Social Media: How Much is Too Much?, presented by Aaron Hughey, EdD. You’ll explore ways to develop and implement a blueprint for effectively assisting students who are experiencing emotional and mental challenges due to their overindulgence in social media.
BENEFITS
Through the evidence-based best practices and insights gleaned through this seminar, you’ll be able to respond more effectively to the needs of students who are experiencing emotional and mental health challenges due to their overinvolvement with social media.
LEARNING GOALS
Upon completion of this seminar, you’ll be able to:
Understand how today’s students are qualitatively different from their predecessors 15-20 years ago
Articulate why technology has both benefits and challenges
Describe the prevalence of emotional and mental issues among today’s college students
Describe the emerging relationship between overinvolvement with social media and emotional issues
Educate students, faculty, staff, and student affairs professionals regarding social media and how overinvolvement can precipitate stress, anxiety, depression, and even suicide and violence
Recognize basic symptomology and warning signs associated with overinvolvement with social media, as well as response techniques
TOPICS COVERED
Characteristics of today’s college students and the similarities/differences from previous generations
How technology has affected the way students learn
Emotional and mental issues among today’s college student population
The increase in addiction disorders in today’s college students
Overinvolvement with social media and emotional and mental health issues
Social media and stress, anxiety, depression, violence, and suicide
Emotional states and their connection to social media
Symptomology and warning signs
Intervention techniques
AUDIENCE
This seminar is designed for anyone at any institution who is responsible for the mental and emotional well-being of college students, especially faculty, administrators, and staff of departments that provide direct services to students, including college counseling centers, student health centers, career and academic advising services, housing and residence hall professionals and paraprofessionals, student activities and organizations, academic support services, and programs and services for at-risk students.
By creating engaging 360° tours, students are not only learning these new tools for themselves but are also helping local organizations see the possibility of VR for marketing and public relations.
some key takeaways from the projects that we have seen:
Let the students lead: In all of these projects, students are taking the initiative. The institutions are providing the technology, the space, organizational vision, and in some cases, academic credit. At NYU Tandon, students organized the entire conference, doing publicity, registration, catering, and scheduling (see figure 4). They brought in a diverse group of speakers from academic, tech, and startup backgrounds. The event included TED-style spotlights, talks, workshops, and demos.
Don’t compromise on space: Brown University’s Granoff Center for the Creative Arts is designed to encourage cross-discipline collaboration. The Tandon event used the main auditorium and the flagship NYU MakerSpace. Space influences behavior and is crucial in driving collaboration and active participation. In addition, to produce VR and AR/MR experiences students need access to high-end technology and, in some cases, motion-capture studios and 360° cameras.
Create opportunities for social impact: Many of these programs are open to the local community or have been designed to have an impact outside higher education. At Emporia State, students are using VR and 360° video to help local businesses. The Gaspee Affair VR experience at Brown University will become a resource for teaching middle and high school students.
Showcase student work: So often in education, the work students do in a course is only seen by others in the same class. Like the example at Texas A&M, all of these experiences have a connection with their campus or larger community. VR and AR engender a level of excitement that gets students engaged with each other and encourage peer learning. It’s worth it to seek out opportunities to bring this work to community events.
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more on VR in education in this IMS blog
2018 Special Focus: Education in a Time of Austerity and Social Turbulence 21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference
Theme 8: Technologies in Learning
Technology and human values: learning through and about technology
Crossing the digital divide: access to learning in, and about, the digital world
New tools for learning: online digitally mediated learning
Virtual worlds, virtual classrooms: interactive, self-paced and autonomous learning
Ubiquitous learning: using the affordances of the new mediaDistance learning: reducing the distance
Theme 9: Literacies Learning
Defining new literacies
Languages of power: literacy’s role in social access
Instructional responses to individual differences in literacy learning
The visual and the verbal: Multiliteracies and multimodal communications
Literacy in learning: language in learning across the subject areas
The changing role of libraries in literacies learning
Languages education and second language learning
Multilingual learning for a multicultural world
The arts and design in multimodal learning
The computer, internet, and digital media: educational challenges and responses
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PROPOSAL: Paper presentation in a Themed Session
Title
Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library
short description
VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.
long description
The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.
The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.
Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.
The EDUCAUSE Learning Initiative has just launched its 2018 Key Issues in Teaching and Learning Survey, so vote today: http://www.tinyurl.com/ki2018.
Each year, the ELI surveys the teaching and learning community in order to discover the key issues and themes in teaching and learning. These top issues provide the thematic foundation or basis for all of our conversations, courses, and publications for the coming year. Longitudinally they also provide the way to track the evolving discourse in the teaching and learning space. More information about this annual survey can be found at https://www.educause.edu/eli/initiatives/key-issues-in-teaching-and-learning.
ACADEMIC TRANSFORMATION (Holistic models supporting student success, leadership competencies for academic transformation, partnerships and collaborations across campus, IT transformation, academic transformation that is broad, strategic, and institutional in scope)
ACCESSIBILITY AND UNIVERSAL DESIGN FOR LEARNING (Supporting and educating the academic community in effective practice; intersections with instructional delivery modes; compliance issues)
ADAPTIVE TEACHING AND LEARNING (Digital courseware; adaptive technology; implications for course design and the instructor’s role; adaptive approaches that are not technology-based; integration with LMS; use of data to improve learner outcomes)
COMPETENCY-BASED EDUCATION AND NEW METHODS FOR THE ASSESSMENT OF STUDENT LEARNING (Developing collaborative cultures of assessment that bring together faculty, instructional designers, accreditation coordinators, and technical support personnel, real world experience credit)
DIGITAL AND INFORMATION LITERACIES (Student and faculty literacies; research skills; data discovery, management, and analysis skills; information visualization skills; partnerships for literacy programs; evaluation of student digital competencies; information evaluation)
EVALUATING TECHNOLOGY-BASED INSTRUCTIONAL INNOVATIONS (Tools and methods to gather data;data analysis techniques; qualitative vs. quantitative data; evaluation project design; using findings to change curricular practice; scholarship of teaching and learning; articulating results to stakeholders; just-in-time evaluation of innovations). here is my bibliographical overview on Big Data (scroll down to “Research literature”: https://blog.stcloudstate.edu/ims/2017/11/07/irdl-proposal/ )
EVOLUTION OF THE TEACHING AND LEARNING SUPPORT PROFESSION (Professional skills for T&L support; increasing emphasis on instructional design; delineating the skills, knowledge, business acumen, and political savvy for success; role of inter-institutional communities of practices and consortia; career-oriented professional development planning)
FACULTY DEVELOPMENT (Incentivizing faculty innovation; new roles for faculty and those who support them; evidence of impact on student learning/engagement of faculty development programs; faculty development intersections with learning analytics; engagement with student success)
GAMIFICATION OF LEARNING (Gamification designs for course activities; adaptive approaches to gamification; alternate reality games; simulations; technological implementation options for faculty)
INSTRUCTIONAL DESIGN (Skills and competencies for designers; integration of technology into the profession; role of data in design; evolution of the design profession (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims/2017/10/04/instructional-design-3/); effective leadership and collaboration with faculty)
INTEGRATED PLANNING AND ADVISING FOR STUDENT SUCCESS (Change management and campus leadership; collaboration across units; integration of technology systems and data; dashboard design; data visualization (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims?s=data+visualization); counseling and coaching advising transformation; student success analytics)
LEARNING ANALYTICS (Leveraging open data standards; privacy and ethics; both faculty and student facing reports; implementing; learning analytics to transform other services; course design implications)
LEARNING SPACE DESIGNS (Makerspaces; funding; faculty development; learning designs across disciplines; supporting integrated campus planning; ROI; accessibility/UDL; rating of classroom designs)
MICRO-CREDENTIALING AND DIGITAL BADGING (Design of badging hierarchies; stackable credentials; certificates; role of open standards; ways to publish digital badges; approaches to meta-data; implications for the transcript; Personalized learning transcripts and blockchain technology (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims?s=blockchain)
MOBILE LEARNING (Curricular use of mobile devices (here previous blog postings on this issue:
MULTI-DIMENSIONAL TECHNOLOGIES (Virtual, augmented, mixed, and immersive reality; video walls; integration with learning spaces; scalability, affordability, and accessibility; use of mobile devices; multi-dimensional printing and artifact creation)
NEXT-GENERATION DIGITAL LEARNING ENVIRONMENTS AND LMS SERVICES (Open standards; learning environments architectures (here previous blog postings on this issue: https://blog.stcloudstate.edu/ims/2017/03/28/digital-learning/; social learning environments; customization and personalization; OER integration; intersections with learning modalities such as adaptive, online, etc.; LMS evaluation, integration and support)
ONLINE AND BLENDED TEACHING AND LEARNING (Flipped course models; leveraging MOOCs in online learning; course development models; intersections with analytics; humanization of online courses; student engagement)
OPEN EDUCATION (Resources, textbooks, content; quality and editorial issues; faculty development; intersections with student success/access; analytics; licensing; affordability; business models; accessibility and sustainability)
PRIVACY AND SECURITY (Formulation of policies on privacy and data protection; increased sharing of data via open standards for internal and external purposes; increased use of cloud-based and third party options; education of faculty, students, and administrators)
WORKING WITH EMERGING LEARNING TECHNOLOGY (Scalability and diffusion; effective piloting practices; investments; faculty development; funding; evaluation methods and rubrics; interoperability; data-driven decision-making)
Students match their preference for hybrid learning with a belief that it is the most effective learning environment for them.
Despite the fact that faculty prefer teaching in a hybrid environment, they remain skeptical of online learning. Nearly half do not agree online 45% learning is effective.
Students asked what technologies they wish their instructors used more, and we asked faculty what technologies they think could make them more effective instructors. Both agree that content and resource-focused technologies should be incorporated more and social media and tablets should be incorporated less.
When do you believe technology enhances learning, and when do you believe
it does not?
How has technology impacted your own learning?
Does your school, library, or organization have a specific learning philosophy that guides ed-tech purchases and implementation? If yes, what is that philosophy?
More than 450 responses were received (those that agreed for their answers to be
shared publicly can be seen at http://www.modernlearning.com).
For the purposes of this report, “educational technology” (often abbreviated as “ed tech”) is assumed to refer principally to the use of modern electronic computing and other high-tech, mostly Internet-enabled, devices and services in education.
When it becomes a distraction.
● When there is little or no preparation for it.
● When just used for testing / score tracking.
● When used for consuming and not creating, or just for rote learning.
● When “following the education trends: everyone else is doing it.”
● When the tech is “an end rather than means” (also stated as, ”when I don’t have a plan or learning goal…”). We found this very significant, and it is the focus of Observation 6.
● When there is a lack of guidance in how to effectively use new ed tech tools (“when there is no PD”). This is the focus of Observation 4.
● Finally, when it “gets in the way of real time talk / sharing.” Forgetting that the tech “cannot mentor, motivate, show beauty, interact fully, give quality attention, [or] contextualize.” Also: ”outcomes related to acquiring the skills and attitudes cannot be enhanced by technology.” As mentioned in the introduction, this would be missing the “human factor.” One respondent
captured this as follows: “3 reasons tech innovation fails: Misunderstanding Human Motivation, Human Learning, or Human Systems.”
reduced their isolation by helping them to connect with their peers;
● allowed them to feel part of larger educational movements;
● afforded them opportunities to become contributors.
Networked information technology has rendered the words “teacher” and “student” more ambiguous. YouTube tutorials and social-media discussions, just to cite a couple of obvious examples, have made it abundantly clear that at any given moment anyone—regardless of age or background—can be a learner or a teacher, or even both at once.
Venue Hotel – Fourside Hotel City Center Vienna Grieshofgasse 11, A – 1120 Wien / Vienna, AUSTRIA
About the Conference
International Academic Conference in Vienna 2017 is an important international gathering of scholars, educators and PhD students. IAC-GETL 2017 in Vienna will take place in conference facilities located in Vienna, the touristic, business and historic center of Austria.
Conference language: English language
Conferences organized by the Czech Institute of Academic Education z.s. and Czech Technical University in Prague.
Conference Topics
Conference Topics – Education, Teaching, Learning and E-learning
Education, Teaching and Learning
Distance Education, Higher Education, Effective Teaching Pedagogies, Learning Styles and Learning Outcomes, Emerging Technologies, Educational Management, Engineering and Sciences Research, Competitive Skills, Continuing Education, Transferring Disciplines, Imaginative Education, Language Education, Geographical Education, Health Education, Home Education, Science Education, Secondary Education, Second life Educators, Social Studies Education, Special Education, Learning / Teaching Methodologies and Assessment, Assessment Software Tools, Global Issues In Education and Research, Education, Research and Globalization, Barriers to Learning (ethnicity, age, psychosocial factors, …), Women and Minorities in Science and Technology, Indigenous and Diversity Issues, Intellectual Property Rights and Plagiarism, Pedagogy, Teacher Education, Cross-disciplinary areas of Education, Educational Psychology, Education practice trends and issues, Indigenous Education, Academic Research Projects, Research on Technology in Education, Research Centres, Links between Education and Research, Erasmus and Exchange experiences in universities, Students and Teaching staff Exchange programmes
E-learning
Educational Technology, Educational Games and Software, ICT Education, E-Learning, Internet technologies, Accessibility to Disabled Users, Animation, 3D, and Web 3D Applications, Mobile Applications and Learning (M-learning), Virtual Learning Environments, Videos for Learning and Educational Multimedia, Web 2.0, Social Networking and Blogs, Wireless Applications, New Trends And Experiences, Other Areas of Education
From attending class to talking with peers and professors, and from going to the local bookstore to having everything on a laptop in a dorm room, students on campus typically have a more “organic” learning experience than an online student who may not know how to best access these features of a higher education in an entirely mobile setting.
The essentials for getting started
Computer terms (Android) (Apple): Online learning means you’ll need to know basic computer technology terms. Both apps are free and break down terms ranging from words like “cache” to “hex code,” all in layman’s language.
Mint (Android) (Apple): Online learning students are usually financially savvy, looking for less expensive alternatives to traditional four-year tuition. This app allows students to keep careful track of personal finances and spending.
Study Tracker (Android) (Apple): These paid apps help track the time spent on courses, tasks and projects to help online students better manage their time and be able to visualize unique study patterns with the aim of ultimately improving efficiency.
Wi-Fi Finder (Android) (Apple): It’s a no-brainer: If you’re learning online and on-the-go, you’ll probably need to find a connection!
To access actual courses (LMS)
Blackboard Mobile (Android) (Apple): Access all courses that are integrated with Blackboard’s LMS.
Canvas (Android) (Apple). Access all courses integrated with Canvas by Instructure.
Moodle (Android) (Apple): Access all courses integrated with this open-source learning platform.
My note: No D2L in this list, folks; choose carefully in 2018, when MnSCU renews its D2L license
For access to files and remote annotation
Documents to Go (Android) (Apple): Students can access the full Microsoft Office suite, as well as edit and create new files without requiring a cloud app for syncing.
Dropbox (Android) (Apple): This app allows students to access any-size files from their computer anytime, anywhere. My Note: Google Drive, SCSU File space as alternatives.
iAnnotate (Android) (Apple): Read, edit and share PDFs, DOCs, PPTs, and image files.
Instapaper (Android) (Apple): Recall websites for research purposes; strip away clutter for an optimized view of content; and read anywhere, since no internet connection is needed.
Marvin (Apple): A completely customizable eBook reader that includes DRM-free books, customizable formats, layouts, and reading gestures, as well as highlighting and annotations tools. Considered one of the best replacements for the Stanza app, which is now discontinued.
Pocket (Android): An app that allows students to save websites, blog posts, videos, and other online resources to access at a later time. It also saves the information to the device, meaning no internet connection is needed.
Wolfram Alpha (Android) (Apple): Considered the scholar’s version of Google, this app is a search engine that reveals precise information for natural-language searches. For example, if you ask “What is the graduation rate for Harvard?” the engine will bring up exact numbers with citations and suggestions for similar queries.
For online communication with peers and profs
Dragon Dictation (Android) (Apple): Create text messages, social media posts, blog posts and more by using your voice (speech-to-text). According to the company, Dragon Dictation is up to five times faster than typing on the keyboard.
Evernote (Android) (Apple): Whenever you look at a list of education apps, Evernote is usually listed. This app allows students to scribble notes, capture text, send notes to computers and other users, and much more for ultimate multi-media communication.
Hangouts (Android) (Apple): Google’s social network shines for its own online video chat solution, which lets teachers, students and third-party experts easily videoconference in groups—it’s even been used to broadcast presenters live to packed auditoriums. My note: desktopsharing is THE most important part. Alternatives: SCSU subscription for Adobe Connect. Skype also has desktopsharing capabilities
Quora (Android) (Apple): Ask questions to experts including astronauts, police officers, lawyers, and much more to receive industry-insider responses.
Smartsheet (Android) (Apple): An app that allows students to create task lists and assign deadlines to share with remote group/team members.
Tom’s planner (Web): A Gantt chart-based, online planning tool that uses color-coded charts to reveal work completed and many more features for project management.