2,250 research outputs found

    A Review of the Open Educational Resources (OER) Movement: Achievements, Challenges, and New Opportunities

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    Examines the state of the foundation's efforts to improve educational opportunities worldwide through universal access to and use of high-quality academic content

    Virtual Learning Environment For C Programming

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    The use of computers and communication technologies in learning has a history going back at least 30 years. Recent development in Information Technology establishes a new education paradigm, for which self-directed learning is foundation strategy. Nowadays, web-based learning, which has the potential to affect fundamental changes in the design of learning process and the education system, has been gainingmomentum with an irreversible trend. A Virtual Learning Environment is one of the examples of web-based learning methods. It is an area of computing and intelligent systems which is becoming increasingly important in both research and industry. These technologies have been adopted by many educational institutions to explore better interaction and dynamics changing on teaching-learning environment. The virtual learning system act as virtual tutors and learning companions that help learners in learning. This report is a final year project involving a research and a mini-version of prototypical Virtual Learning Environment, teaching C Programming. A software development methodology has been created and proposed, namely "Water-Spiral" model, combining the Waterfall model and the Spiral model. The main goal of developing the Virtual Learning Environment ofC Programming is to utilize the solid foundation of intelligent system as a platform for a more sophisticated control of multimedia objects in a learning environment. The desirability of new instructional media which allows students to interact with course materials in more exploratory manner has become a dominant theme in current educational technology development. However, computerbased lecture already has a relatively long history and has been shown to positively influence the amount of material learned, the time taken to learn it, and the enjoyment of the learning experience. This system will provide attractive lecture notes, interactive problem-solving situations appropriate to the level of the student and track the student's performance

    Bridging the gap between Open and User Innovation? : exploring the value of Living Labs as a means to structure user contribution and manage distributed innovation

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    In nowadays society, organizations are struggling with the practical implementation of ‘distributed innovation’, or the fact that organizations need to reach outside their boundaries to tap into distributed sources of knowledge to enhance their innovation processes. Within this PhD, we will look at a specific approach, promoted and supported by the European Commission, that tries to facilitate and manage distributed innovation processes through a Public-Private-People partnership with a central role for the end-user: Living Labs. Following Almirall & Wareham (2011) and Leminen et al. (2014), we define Living Labs as an organized approach (as opposed to an ad hoc approach) to innovation consisting of real-life experimentation and active user involvement by means of different methods involving multiple stakeholders, as is implied in the Public-Private-People character of Living Labs. However, there are two main problems associated with these Living Labs. First problem, in terms of Living Lab practice and activity, is that there seem to be too many initiatives, without enough noticeable results or impact. This is linked to the second problem, dealing with Living Labs theory. To this date, there have been a lot of Living Lab publications, but there is no consistency in terms of connection to larger research paradigms and frameworks, and there is a lack of papers with a significant academic impact as well as research clearly illustrating their value. Therefore, from a theoretical perspective, we have investigated both the Open and User Innovation paradigms and demonstrated that Living Labs are an embodiment of both, although there are only few references to these literature streams in the current Living Labs literature. From a practice perspective, we have illustrated that Living Labs are rooted within various European predecessors such as cooperative design, social experiments and ‘digital cities’, but that out of the 345 affiliated members to the European Network of Living Labs, at least 40% is currently inactive. In order to further evolve Living Labs as a concept and to allow a better conceptualization, we developed a three layered model, consisting of a macro level (the Living Lab constellation), the meso level (consisting of a Living Lab innovation project) and the micro level (consisting of the different methodological research steps). Moreover, within a multiple case study analysis of 4 Living Lab constellation, 21 Living Lab innovation projects and 107 methodological research steps, we have been able to demonstrate that the concepts gathered from the Open Innovation literature could be used to analyze the macro level, whereas the concepts from the User Innovation literature could be used on the micro level. Through co-creation, both levels merge on the meso level, resulting in useful contributions to the innovation in development. Therefore, we concluded that Living Labs are able to govern innovation networks and to structure user participation in concrete innovation projects

    Product/Brand co-creation methodology crossing marketing, design thinking, creativity and management: ideas(r)evolution

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    This thesis introduce a new innovation methodology called IDEAS(R)EVOLUTION that was developed according to an on-going experimental research project started in 2007. This new approach to innovation has initial based on Design thinking for innovation theory and practice. The concept of design thinking for innovation has received much attention in recent years. This innovation approach has climbed from the design and designers knowledge field towards other knowledge areas, mainly business management and marketing. Human centered approach, radical collaboration, creativity and breakthrough thinking are the main founding principles of Design thinking that were adapted by those knowledge areas due to their assertively and fitness to the business context and market complexity evolution. Also Open innovation, User-centered innovation and later on Living Labs models emerge as answers to the market and consumers pressure and desire for new products, new services or new business models. Innovation became the principal business management focus and strategic orientation. All this changes had an impact also in the marketing theory. It is possible now to have better strategies, communications plans and continuous dialogue systems with the target audience, incorporating their insights and promoting them to the main dissemination ambassadors of our innovations in the market. Drawing upon data from five case studies, the empirical findings in this dissertation suggest that companies need to shift from Design thinking for innovation approach to an holistic, multidimensional and integrated innovation system. The innovation context it is complex, companies need deeper systems then the success formulas that “commercial “Design thinking for innovation “preaches”. They need to learn how to change their organization culture, how to empower their workforce and collaborators, how to incorporate external stakeholders in their innovation processes, hoe to measure and create key performance indicators throughout the innovation process to give them better decision making data, how to integrate meaning and purpose in their innovation philosophy. Finally they need to understand that the strategic innovation effort it is not a “one shot” story it is about creating a continuous flow of interaction and dialogue with their clients within a “value creation chain“ mindset; RESUMO: Metodologia de co-criação de um produto/marca cruzando Marketing, Design Thinking, Criativity and Management - IDEAS(R)EVOLUTION. Esta dissertação apresenta uma nova metodologia de inovação chamada IDEAS(R)EVOLUTION, que foi desenvolvida segundo um projecto de investigação experimental contínuo que teve o seu início em 2007. Esta nova abordagem baseou-se, inicialmente, na teoria e na práctica do Design thinking para a inovação. Actualmente o conceito do Design Thinking para a inovação “saiu” do dominio da area de conhecimento do Design e dos Designers, tendo despertado muito interesse noutras áreas como a Gestão e o Marketing. Uma abordagem centrada na Pessoa, a colaboração radical, a criatividade e o pensamento disruptivo são principios fundadores do movimento do Design thinking que têm sido adaptados por essas novas áreas de conhecimento devido assertividade e adaptabilidade ao contexto dos negócios e à evolução e complexidade do Mercado. Também os modelos de Inovação Aberta, a inovação centrada no utilizador e mais tarde os Living Labs, emergem como possiveis soluções para o Mercado e para a pressão e desejo dos consumidores para novos productos, serviços ou modelos de negócio. A inovação passou a ser o principal foco e orientação estratégica na Gestão. Todas estas mudanças também tiveram impacto na teoria do Marketing. Hoje é possivel criar melhores estratégias, planos de comunicação e sistemas continuos de diálogo com o público alvo, incorporando os seus insights e promovendo os consumidores como embaixadores na disseminação da inovação das empresas no Mercado Os resultados empiricos desta tese, construídos com a informação obtida nos cinco casos realizados, sugerem que as empresas precisam de se re-orientar do paradigma do Design thinking para a inovação, para um sistema de inovação mais holistico, multidimensional e integrado. O contexto da Inovação é complexo, por isso as empresas precisam de sistemas mais profundos e não apenas de “fórmulas comerciais” como o Design thinking para a inovação advoga. As Empresas precisam de aprender como mudar a sua cultura organizacional, como capacitar sua força de trabalho e colaboradores, como incorporar os públicos externos no processo de inovação, como medir o processo de inovação criando indicadores chave de performance e obter dados para um tomada de decisão mais informada, como integrar significado e propósito na sua filosofia de inovação. Por fim, precisam de perceber que uma estratégia de inovação não passa por ter “sucesso uma vez”, mas sim por criar um fluxo contínuo de interação e diálogo com os seus clientes com uma mentalidade de “cadeia de criação de valor

    Integration of end-user research to mobile service development

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    Uudet tiedonkeräysmenetelmät mahdollistavat uusia tapoja kehittää matkapuhelinpalveluita. Käyttäjäkeskeiset tutkimusympäristöt, jossa tutkimus, käyttäjäyhteisöt ja yritykset kohtaavat ovat sopivia uusien liiketoimintamallien kokeilun, palveluiden adoption tutkimisen, ja todellisen käytön mittaamisen kannalta. Yhteen kerätyt tiedot loppukäyttäjien seuratusta toiminnasta, sekä heiltä kyselemällä saadut tiedot muodostavat monien tietolähteiden kautta lähtökohdat tutkimukselle. Tässä diplomityössä rakennetaan viitekehys loppukäyttäjien tutkimiseen matkapuhelinpalveluiden kehittämistyössä. Niin sanottu elävä laboratorio toimii testiympäristönä prototyyppipalveluille ja niiden takana vaikuttaville liiketoimintamalleille. Oikeat loppukäyttäjät käyttävät tähän ympäristöön tuotuja palveluita. Puhelimista sekä palvelimista saadaan objektiivista käyttötietoa. Tämä yhteen sovitettu tieto, yhdessä subjektiivisen kyselytiedon kanssa, voidaan välittää takaisin palveluiden tuottajille. Aidon loppukäyttäjäpalautteen pohjalta on näin ollen mahdollista kehittää käyttäjäystävällisempiä ja tarpeeseen osuvampia palveluita. Tätä diplomityötä varten suoritettujen kokeiden perusteella tutkimusympäristön rakentaminen ja ylläpitäminen taloudellisesti järkevällä tavalla, sekä osittain ristiriitaisten tutkimuskysymysten huomioiminen ja tutkijoiden yhteistyö ovat pääkohtia työn tulosten kannalta. Viitekehys testataan oikeassa elävässä laboratoriossa Otasizzle projektin puitteissa, Suomen Espoossa. Uusien palveluiden ja uusien käyttäjien tuominen ympäristöön, kyselyiden tekeminen, käyttäjien tekninen ja käytännön rajapinta, käyttötiedon ja kyselytiedon kerääminen ja analysointi ovat muun muassa testattavia prosessin osia. Viitekehyksen jatkokehitys vakaammassa ja pitkäaikaisemmassa systeemissä on tuloksien perusteella tarpeen. Tulosten perusteella tiedonkeräysmenetelmät ja prosessit toimivat hyvin. Kriittisiä kohtia ovat tutkimusympäristön rakentaminen ja ylläpito, tutkimuksen yhteistoiminta, ja uusien palveluiden esiarviointi niiden soveltuvuuden varmistamiseksi. Hyvin suunnitellut prosessit, joissa tutkimusresurssit käytetään parhaiten, tuovat eniten lisäarvoa sekä palveluntuottajille, tutkijoille, että loppukäyttäjille.Emerging data collection methods and end-user research processes can contribute to mobile service development. Controlled research platforms in which end-users, multidisciplinary research teams, and companies meet are suitable in experimenting with new business models, studying service adoption and measuring actual usage. Aggregated usage and survey data provide multiple data points than can be integrated to service development. This thesis constructs a framework of integrating end-user research to mobile service development. A living laboratory research platform provides a testing environment for prototype services and business models behind them. New services that are brought to the platform are used by end-users. Objective handset- and server-based usage data can be collected with various technologies. The aggregated analysis data, together with subjective information from surveys, can be looped back to the developers. With more comprehensive feedback data more user-friendly services can be developed. According to several experiments conducted in this thesis, challenges such as setting up and maintaining the research platform in an economically feasible way and collaboration of research teams driven by partly conflicting research objectives are the main difficulties. The framework is tested in a real living laboratory environment – Otasizzle in Espoo, Finland. Processes, such as bringing new services and end-users to Otasizzle, conducting surveys, collecting and analyzing usage and survey data are designed and tested. The results indicate that a further development of the framework in a more stable and longer-term form is needed. The results show that the data collection processes and research approaches work well, and can be utilized in service development. Critical points are: setting up and maintaining the infrastructure of the platform, initiating collaboration among researchers, and screening and pre-evaluation of the services. Well designed processes in which research resources are used most efficiently bring the most value to service providers, researchers, and end-users

    Virtual Learning Environment For C Programming

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    The use of computers and communication technologies in learning has a history going back at least 30 years. Recent development in Information Technology establishes a new education paradigm, for which self-directed learning is foundation strategy. Nowadays, web-based learning, which has the potential to affect fundamental changes in the design of learning process and the education system, has been gainingmomentum with an irreversible trend. A Virtual Learning Environment is one of the examples of web-based learning methods. It is an area of computing and intelligent systems which is becoming increasingly important in both research and industry. These technologies have been adopted by many educational institutions to explore better interaction and dynamics changing on teaching-learning environment. The virtual learning system act as virtual tutors and learning companions that help learners in learning. This report is a final year project involving a research and a mini-version of prototypical Virtual Learning Environment, teaching C Programming. A software development methodology has been created and proposed, namely "Water-Spiral" model, combining the Waterfall model and the Spiral model. The main goal of developing the Virtual Learning Environment ofC Programming is to utilize the solid foundation of intelligent system as a platform for a more sophisticated control of multimedia objects in a learning environment. The desirability of new instructional media which allows students to interact with course materials in more exploratory manner has become a dominant theme in current educational technology development. However, computerbased lecture already has a relatively long history and has been shown to positively influence the amount of material learned, the time taken to learn it, and the enjoyment of the learning experience. This system will provide attractive lecture notes, interactive problem-solving situations appropriate to the level of the student and track the student's performance

    WARP : speeding up the software development process

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    Estágio realizado na Qimonda Portugal, S. ATese de mestrado integrado. Engenharia Informátca e Computação. Faculdade de Engenharia. Universidade do Porto. 200

    The transgressive gardener : Cultivating learning-based transformations towards regenerative futures

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    This doctoral thesis represents a transgressive journey into the nexus between education, sustainability, and climate change. The point of departure is our shared planetary crossroads: Straight ahead we have the paved path of the status quo, replete with socio-ecological injustice, ephemeral prospects of technological salvation, and impending doom for the human race. Branching off to all other sides, however, are the more overgrown and uncertain paths representing alternative futures. In a world seemingly spinning out of control, the question of our time is whether we have the will and drive to step off the known, but destructive path we are on, and into unknown territory. The contention of this thesis is that, yes, such a collective decision is possible, but it depends on our ability to 'transgress' - move beyond - the structures, paradigms, and norms which sustain the status quo. This thesis argues that learning-based transformations are needed for such transgressions to take place, based on disruptive capacity building and action-based change across diverse sectors of society. Represented as a transformation narrative, this thesis is structured around the innovative Living Spiral Framework, co-designed by the author. This thesis follows my learning journey alongside co-researchers as we delve into the emerging theory of transgressive learning, and bring this theory to life through an action-research methodology encompassing community initiatives across Colombia, South America. Beyond providing knowledge insights into transgressive learning between academia and other actors in society, the intention of this thesis is to transgress the traditional Ph.D. thesis format, providing a useful and inspirational format for fellow early career researchers to represent their research and to promote transformations towards more regenerative worlds

    Opening Up Education: The Collective Advancement of Education through Open Technology, Open Content, and Open Knowledge

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    Given the abundance of open education initiatives that aim to make educational assets freely available online, the time seems ripe to explore the potential of open education to transform the economics and ecology of education. Despite the diversity of tools and resources already available -- from well-packaged course materials to simple games, for students, self-learners, faculty, and educational institutions -- we have yet to take full advantage of shared knowledge about how these are being used, what local innovations are emerging, and how to learn from and build on the experiences of others. Opening Up Education argues that we must develop not only the technical capability but also the intellectual capacity for transforming tacit pedagogical knowledge into commonly usable and visible knowledge: by providing incentives for faculty to use (and contribute to) open education goods, and by looking beyond institutional boundaries to connect a variety of settings and open source entrepreneurs.These essays by leaders in open education describe successes, challenges, and opportunities they have found in a range of open education initiatives. They approach -- from both macro and micro perspectives -- the central question of how open education tools, resources, and knowledge can improve the quality of education. The contributors (from leading foundations, academic institutions, associations, and projects) discuss the strategic underpinnings of their efforts first in terms of technology, then content, and finally knowledge. They also address the impact of their projects, and how close they come to achieving a vision of sustainable, transformative educational opportunities that amounts to much more than pervasive technology.Contributors:Richard Baraniuk, Randy Bass, Trent Batson, Dan Bernstein, John Seely Brown, Barbara Cambridge, Tom Carey, Catherine Casserly, James Dalziel, Bernadine Chuck Fong, Richard Gale, Gerard Hanley, Diane Harley, Mary Huber, Pat Hutchings, Toru Iiyoshi, David Kahle, M. S. Vijay Kumar, Andy Lane, Diana Laurillard, Stuart Lee, Steve Lerman, Marilyn Lombardi, Phil Long, Clifford Lynch, Christopher Mackie, Anne Margulies, Owen McGrath, Flora McMartin, Shigeru Miyagawa, Diana Oblinger, Neeru Paharia, Cheryl Richardson, Marshall Smith, Candace Thille, Edward Walker, and David WileyAbout the Editors:Toru Iiyoshi is Senior Scholar and Director of the Knowledge Media Lab at the Carnegie Foundation.M. S. Vijay Kumar is Senior Associate Dean and Director of the Office of Educational Innovation and Technology at MIT
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