26,329 research outputs found

    What Motivate End-Users To Transfer Gained Knowledge From Enterprise Systems Training?

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    Organisational motivations for adopting Enterprise Systems (ES) include the achievement of a competitive advantage in production and provision of better control on operations. In spite of its contributions to business successes, an estimated 50- 75% of ES projects failed to justify the enormous financial investment into the projects. Research has attributed ES failure to training-related factors. Suggesting the criticalness of training and education in Enterprise System success; nonetheless enterprise systems researchers have constantly ignored training potential on post adoption behaviours. Regardless of the importance of ES training, it is noted that users resist and hesitate to apply gained skills on the systems. The disproportionate use of learned skills results in low utilisation of the systems and partly ES failures. Post training behaviours are critical in the ES success; however knowledge on the determinants of transfer of skills and knowledge gained from enterprise systems training environment is scarce. This study proposes a model of motivational mechanism of effective use of skills and knowledge in Enterprise Systems

    STUDYING THE CARRY-OVER EFFECT IN END USER COMPUTER TRAINING: PROPOSITION OF A RESEARCH AGENDA

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    The carry-over effect in end user computer training refers to the transfer of a person\u27s computer skills from one application to another. The importance of the carry-over effect is unquestionable, but its nature has not been well understood. In this article, a research agenda is developed to analyze the nature, the roles, and the antecedents of the carry-over effect. Three fundamental questions are asked: 1) what is the carry-over effect and how to measure it? 2) What roles does it play in end user computer training? And 3) what factors determine the carry-over effect? Propositions are developed to give directions in further empirical research, and some preliminary evidences are discussed. Potential implications for Information Systems research and practice are discussed

    ALT-C 2010 - Conference Proceedings

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    PDP4XL2: Personal Development Planning for Cross-Institutional Lifelong Learning. Final Report.

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    This collaborative project PDP4XL2 built on the strengths and successful outcomes of PDP4Life and took as its principal focus the use of personal development planning and e-portfolios to develop and sustain favourable learner attitudes towards lifelong learning and to understand the role that technology plays in supporting that process. Project objectives included identifying student and employer attitudes to and usage of PDP and e-portfolios in the creative industries and health cares. This final report documents the outcomes of the project

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Designing a training tool for imaging mental models

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    The training process can be conceptualized as the student acquiring an evolutionary sequence of classification-problem solving mental models. For example a physician learns (1) classification systems for patient symptoms, diagnostic procedures, diseases, and therapeutic interventions and (2) interrelationships among these classifications (e.g., how to use diagnostic procedures to collect data about a patient's symptoms in order to identify the disease so that therapeutic measures can be taken. This project developed functional specifications for a computer-based tool, Mental Link, that allows the evaluative imaging of such mental models. The fundamental design approach underlying this representational medium is traversal of virtual cognition space. Typically intangible cognitive entities and links among them are visible as a three-dimensional web that represents a knowledge structure. The tool has a high degree of flexibility and customizability to allow extension to other types of uses, such a front-end to an intelligent tutoring system, knowledge base, hypermedia system, or semantic network

    Open educational resources : conversations in cyberspace

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    172 p. : ill. ; 25 cm.Libro ElectrónicoEducation systems today face two major challenges: expanding the reach of education and improving its quality. Traditional solutions will not suffice, especially in the context of today's knowledge-intensive societies. The Open Educational Resources movement offers one solution for extending the reach of education and expanding learning opportunities. The goal of the movement is to equalize access to knowledge worldwide through openly and freely available online high-quality content. Over the course of two years, the international community came together in a series of online discussion forums to discuss the concept of Open Educational Resources and its potential. This publication makes the background papers and reports from those discussions available in print.--Publisher's description.A first forum : presenting the open educational resources (OER) movement. Open educational resources : an introductory note / Sally Johnstone -- Providing OER and related issues : an introductory note / Anne Margulies, ... [et al.] -- Using OER and related issues : in introductory note / Mohammed-Nabil Sabry, ... [et al.] -- Discussion highlights / Paul Albright -- Ongoing discussion. A research agenda for OER : discussion highlights / Kim Tucker and Peter Bateman -- A 'do-it-yourself' resource for OER : discussion highlights / Boris Vukovic -- Free and open source software (FOSS) and OER -- A second forum : discussing the OECD study of OER. Mapping procedures and users / Jan Hylén -- Why individuals and institutions share and use OER / Jan Hylén -- Discussion highlights / Alexa Joyce -- Priorities for action. Open educational resources : the way forward / Susan D'Antoni

    The use of virtual world platforms for supporting an emergency response training exercise

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    The development of a computer-based simulation for emergency response exercise training to facilitate trainees' learning activities and learning outcomes is proposed. Some limitations in using these simulations in emergency services include a focus on small-scaled individual task training and highly controlled environments designed to measure trainees' performance. These problems decrease the realism of the simulation which should represent more diverse, open-ended, counter-intuitive and unpredictable environmental conditions. These problems could reduce learning outcomes brought about by allowing open-ended discussions and team working. Virtual worlds provide a new methodological framework for conducting emergency response exercises. This paper describes a research agenda for the development of a virtual training exercise for emergency response. It has three objectives: firstly, it highlights the issues of validity of exercises for emergency events; secondly, it reviews possible virtual worlds which could be deployed as test bed environments and presents methodologies for their evaluation. Lastly, it suggests a future development of a virtual environment that may be used to support the emergency planning community by considering an existing similar project
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