59,811 research outputs found
The emergence of information systems: a communication-based theory
An information system is more than just the information technology; it is the system that emerges from the complex interactions and relationships between the information technology and the organization. However, what impact information technology has on an organization and how organizational structures and organizational change influence information technology remains an open question. We propose a theory to explain how communication structures emerge and adapt to environmental changes. We operationalize the interplay of information technology and organization as language communities whose members use and develop domain-specific languages for communication. Our theory is anchored in the philosophy of language. In developing it as an emergent perspective, we argue that information systems are self-organizing and that control of this ability is disseminated throughout the system itself, to the members of the language community. Information technology influences the dynamics of this adaptation process as a fundamental constraint leading to perturbations for the information system. We demonstrate how this view is separated from the entanglement in practice perspective and show that this understanding has far-reaching consequences for developing, managing, and examining information systems
When Learning Counts: Rethinking Licenses for School Leaders
Recommends restructuring state licensing systems to focus on the skills and knowledge leaders need to improve learning, and better aligning licenses with the current job demands on principals
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Changing the way we learn: towards agile learning and co-operation
This paper addresses the need for learning and competence development in industrial organizations. The people that enter professional organizations today are part of a gamer generation that have some or much experience with on-line games. Therefore they are more open to e-learning and in general more open to access anything on-line. At the same time industrial organizations experience a pressure on their ability to train employees faster due to the increase in complexity. We argue that games are not yet mature enough to support this training challenge as stand alone efforts. But games can support the training and competence development in a synchronized setup with other means
Hierarchy and Competition in CSCW applications: Model and case study
CSCW applications need to adapt themselves to the functional and organizational structures of people that use them. However they do not usually support division in groups with a certain hierarchical structure among them. In this paper, we propose and study a theoretical model of groupware appliations that reflects those hierarchical interactions. The proposed model is also intended to evaluate the effects in performance derived from competitive and collaborative relationships among the components of a hierarchy of groups. In order to demonstrate the above ideas, a groupware game, called Alymod, was designed and implemented using a modified version of a well-known CSCW Toolkit, namely Groupkit. Groupkit was modified in order to support group interactions in the same CSCW application. In Alymod, participants compete or collaborate within a hierarchical structure to achieve a common goal (completing gaps in a text, finishing numerical series, resolving University course examinations, etc.).Publicad
Transferring intermediate technologies to rural enterprises in developing economies: a conceptual framework
This paper integrates the contributions from different branches of the technology transfer literature to identify enablers driving the transfer of intermediate or appropriate technologies to recipients in rural areas of developing economies. An in-depth analysis of the literature shows that many enablers identified in the literature focus on high technology transfers and are of limited relevance in the context of rural enterprises. Other important enablers in this specific setting are ignored or insufficiently considered. This paper proposes a framework comprising a specific set of enablers that facilitates technology transfer in rural enterprises in developing regional economies
People in the E-Business: New Challenges, New Solutions
[Excerpt] Human Resource Planning Societyâs (HRPS) annual State of the Art/Practice (SOTA/P) study has become an integral contributor to HRPSâs mission of providing leading edge thinking to its members. Past efforts conducted in 1995, 1996, 1997, 1998, and 1999 have focused on identifying the issues on the horizon that will have a significant impact on the field of Human Resources (HR). This year, in a divergence from past practice, the SOTA/P effort aimed at developing a deeper understanding of one critical issue having a profound impact on organizations and HR, the rise of e-business. The rise of e-business has been both rapid and dramatic. One estimate puts the rate of adoption of the internet at 4,000 new users each hour (eMarketer, 1999) resulting in the expectation of 250 million people on line by the end of 2000, and 350 million by 2005 (Nua, 1999). E-commerce is expected to reach $1.3 trillion by 2003, and of that, 87 percent will go to the business to business (B2B) and 13 percent to the business to consumer (B2C) segments, respectively (Plumely, 2000)
Information Technology and the Workplace: Implications for Persons with Disabilities
The Internet improves access to employment and community for many people. However, there is growing concern that many Web sites are inaccessible to people with certain disabilities. This article examines the impact on people with disabilities of online human resources processes used for employee recruitment, benefits, and training. In 2002, Cornell University staff reviewed the accessibility of 10 Job boards and 31 corporate e-recruiting Web sites. Human resource (HR) professionals are well positioned to report on key issues regarding these processes. A survey of 433 HR representatives was conducted regarding their organizations\u27 use of information and Web technology in HR processes; knowledge of computer/Web barriers to employees with disabilities; and familiarity with assistive technology and resources. The authors summarize current literature and legislation relevant to Web accessibility, and discuss implications of their findings for businesses and people with disabilities in the workplace
Ambidexterity as practice : individual ambidexterity through paradoxical practices
Following the turn to practice in organization theory and the emerging interest in the microfoundations of ambidexterity, understanding the role of individuals in realizing ambidexterity approaches becomes crucial. Drawing insights from Greek philosophy on paradoxes, and practice theory on paradoxes and ambidexterity, we propose a view of individual ambidexterity grounded in paradoxical practices. Existing conceptualizations of ambidexterity are largely based on separation strategies. Contrary to this perspective, we argue that individual ambidexterity can be accomplished via paradoxical practices that renegotiate or transcend boundaries of exploration and exploitation. We identify three such paradoxical practices at the individual level that can advance understanding of ambidexterity: engaging in âhybrid tasks,â capitalizing cumulatively on previous learning, and adopting a mindset of seeking synergies between the competing demands of exploration and exploitation
Training Competences in Industrial Risk Prevention with LegoÂź Serious PlayÂź: A Case Study
This paper proposes the use of the LegoÂź Serious PlayÂź (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017â2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of âgamificationâ dynamics with LegoÂź Serious PlayÂź. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams.Spanish Ministry of Science, Innovation and Universities / European Social Fund: RamĂłn y Cajal contract (RYC-2017-22222
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
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