10,455 research outputs found
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OER’s value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open University’s (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learners’ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open University’s iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OU’s OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OU’s iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
Immersive interconnected virtual and augmented reality : a 5G and IoT perspective
Despite remarkable advances, current augmented and virtual reality (AR/VR) applications are a largely individual and local experience. Interconnected AR/VR, where participants can virtually interact across vast distances, remains a distant dream. The great barrier that stands between current technology and such applications is the stringent end-to-end latency requirement, which should not exceed 20 ms in order to avoid motion sickness and other discomforts. Bringing AR/VR to the next level to enable immersive interconnected AR/VR will require significant advances towards 5G ultra-reliable low-latency communication (URLLC) and a Tactile Internet of Things (IoT). In this article, we articulate the technical challenges to enable a future AR/VR end-to-end architecture, that combines 5G URLLC and Tactile IoT technology to support this next generation of interconnected AR/VR applications. Through the use of IoT sensors and actuators, AR/VR applications will be aware of the environmental and user context, supporting human-centric adaptations of the application logic, and lifelike interactions with the virtual environment. We present potential use cases and the required technological building blocks. For each of them, we delve into the current state of the art and challenges that need to be addressed before the dream of remote AR/VR interaction can become reality
Semantic discovery and reuse of business process patterns
Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
Task Force on Digital Directions in the Humanities
This report was prepared with assistance by Ann Cudd, Kristine Latta and members of the task force.Recommendations of a task force formed by KU Libraries, the Hall Center for the Humanities, and the College of Liberal Arts and Sciences to fund an institute for digital humanities research.KU Libraries; Hall Center for the Humanities; College of Liberal Arts and Science
To Cloud or not to Cloud. Strategic choices and IT governance in the digital transformation of a University
One late evening on 21st March 2015, Francesca \u2013 Head of Research and Teaching office at The
University \u2013 ran the meeting and was hoping that the information and insights collected enabled
her to make the right decision. She initiated the meeting by telling the story that few days ago on
15th March, during the presentation of a new digital solution for universities by MG company,
she realized how different can be the instructors\u2019 practices in managing teaching materials and
interacting with students. She gave examples of tools and functions used by University instructors
such as personal webpages, blogs, Moodle, Dropbox, Google Drive, iTunes, WordPress, Facebook
groups, Blackboard, etc. Francesca knew how important innovation is in a competitive higher
education market. Therefore, Francesca has always been supportive on teaching experiments
made by instructors. For instance, in 2007, she encouraged the Information Systems (IS) research
group at University in adopting Moodle as a Learning Management System (LMS) for their IS
courses. In 2014, the positive feedback collected from both students and instructors who used
Moodle, led Francesca to pilot the system at University level. Simone, a member of the IS group,
was in charge of the implementation and received full support from the IT Office. After one year,
the new learning platform was available for any instructor interested in experimenting the
Moodle functionalities. However, during the last exam session, the learning platform was down
for few hours. Not only students were unable to access the teaching materials to prepare for the
exams, but also professors were unable to assess students works!
\u201cWhy not having one platform to support all our teaching practices? One channel to interact with
our students\u201d she said. She asked for inputs and insights from a team of experts before making a
decision. Francesca\u2019s idea was to have a single Learning Management System (LMS) supporting
more than 60 programs in the four University departments. Now the problem was to select a
proper technological solution, fitting with the needs of both students and instructors, and also
reducing the risk of downtime. Especially knowing that many instructors will not be happy to
standardize their practices, she wondered how to convince them to use the new system
Internet Interconnection Techno-economics: A Proposal for Assured Quality Services and Business Models
The Internet is constructed by means of complex business interconnection agreements among multiple networks. However, the most commonly used agreements do not contain explicit Quality of Service reference. In this study a business rationale for Assured Service Quality (ASQ) inter-network services is presented and potential business models for their realization are proposed and analyzed. It is argued that ASQ products and business models could greatly enhance the health of the Internet interconnection ecosystem. A business model design framework that encompasses the key strategic decisions that would enable ASQ provisioning and generic collaboration is also provided. This framework is then elaborated using a number of off-net content delivery scenarios. Conclusions are hence drawn on the role of ASQ and ASQ-driven business models for the sustainable development of the "Future Internet"
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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