2,195 research outputs found

    Innovation Process is Facilitated in Virtual Environment of R&D Teams

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    Innovation is becoming the most important key issue for company's success in the 21st century. In the competitive environment it is necessary for the enterprises to put together different capabilities and services with the goal. It is widely accepted that innovation can be better achieved by working in team particularly in the virtual environments. The employed web services technology, although very popular nowadays but it is still not mature enough, so dealing with it can bring new findings. Virtual teams base on information technology are formed to facilitate transnational innovation processes and it should be noted that innovation has a positive impact on corporate performance if it is well guided. This has the pronounced effect when it comes to the learning issues as the virtual preconditions persist. In this environment the possibility of getting closer to the interest of learner from the new environment raise as the barriers being imposed by the service provider is reduced and the freedom of what is require to learn is improved. Information and communication technology has brought about significant changes in organizations and produced important benefits, including in the areas of innovation which is recognized as a prime source of national competitive advantage. This contribution proposes a conceptual model for understanding and analyzing the process of virtual R&D team as an innovation and technology assimilation facilitator when it comes to the issue of conveying innovative message for learning by individuals. The context of the knowledge-based economy introduces a major shift from serial to simultaneous R&D in the way of idea conception to technology creation is conceived. This paper briefly reviews the existing perspectives on virtual teams and their effect on innovation and technology regarding the learning capability which is being altered. It also discusses the main characteristics of virtual teams and clarifies the different aspects of virtual team application in the topic. To support the theoretical analysis, this paper provides a comprehensive review based on authentic and reputed publications. We argue that scanty research has been conducted to facilitate understanding the problem of systematically governing creative innovation toward a technology through virtual R&D teams in the atmosphere of educating individuals based on what they interest them to learn.Virtual team; e-learning; Innovation; Research and development, Learning

    Virtual laboratories for education in science, technology, and engineering: A review

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    Within education, concepts such as distance learning, and open universities, are now becoming more widely used for teaching and learning. However, due to the nature of the subject domain, the teaching of Science, Technology, and Engineering are still relatively behind when using new technological approaches (particularly for online distance learning). The reason for this discrepancy lies in the fact that these fields often require laboratory exercises to provide effective skill acquisition and hands-on experience. Often it is difficult to make these laboratories accessible for online access. Either the real lab needs to be enabled for remote access or it needs to be replicated as a fully software-based virtual lab. We argue for the latter concept since it offers some advantages over remotely controlled real labs, which will be elaborated further in this paper. We are now seeing new emerging technologies that can overcome some of the potential difficulties in this area. These include: computer graphics, augmented reality, computational dynamics, and virtual worlds. This paper summarizes the state of the art in virtual laboratories and virtual worlds in the fields of science, technology, and engineering. The main research activity in these fields is discussed but special emphasis is put on the field of robotics due to the maturity of this area within the virtual-education community. This is not a coincidence; starting from its widely multidisciplinary character, robotics is a perfect example where all the other fields of engineering and physics can contribute. Thus, the use of virtual labs for other scientific and non-robotic engineering uses can be seen to share many of the same learning processes. This can include supporting the introduction of new concepts as part of learning about science and technology, and introducing more general engineering knowledge, through to supporting more constructive (and collaborative) education and training activities in a more complex engineering topic such as robotics. The objective of this paper is to outline this problem space in more detail and to create a valuable source of information that can help to define the starting position for future research

    Improving Laboratory Learning Outcomes: An Investigation Into the Effect of Contextualising Laboratories Using Virtual Worlds and Remote Laboratories.

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    This thesis presents research into improving learning outcomes in laboratories. It was hypothesised that domain specific context can aid students in understanding the relationship between a laboratory (as a proxy for reality), the theoretical model being investigated within the laboratory activity and the real world. Specifically, the research addressed whether adding domain context to a laboratory activity could improve students' ability to identify the strengths and limitations of models as predictors of real-world behaviour. The domain context was included in a laboratory activity with the use of a remote radiation lab set within a context-rich virtual world. The empirical investigation used a pretest-posttest control group design to assess whether there was a statistically significant difference in the learning outcome between a treatment group who completed the lab in a contextualised virtual world, and the control group who conducted the activity in an empty virtual world. The results showed that there were no statistically significant differences between the groups and therefore there are cases where contextualising a laboratory activity will not have an effect on students' ability to identify the strengths and limitations of models as predictors of real-world behaviour. This research postulates that previous exposure to the model, the level of awareness students had of the context and the lack time available for reflection may have masked or attenuated the effect of the context. This research has contributed a framework for the analysis and design of domain context in laboratory activities, and an interface for integrating iLabs laboratories into the Open Wonderland virtual world. It has explicitly clarified the relationship between context, labs, models and the real world. Most significantly, this research has contributed knowledge to the field of laboratory learning outcomes and the understanding of how domain context affects laboratory activities

    Some Research Questions and Results of UC3M in the E-Madrid Excellence Network

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    32 slides.-- Contributed to: 2010 IEEE Global Engineering Education Conference (EDUCON), Madrid, Spain, 14-16 April, 2010.-- Presented by C. Delgado Kloos.Proceedings of: 2010 IEEE Global Engineering Education Conference (EDUCON), Madrid, Spain, 14-16 April, 2010Universidad Carlos III de Madrid is one of the six main participating institutions in the eMadrid excellence network, as well as its coordinating partner. In this paper, the network is presented together with some of the main research lines carried out by UC3M. The remaining papers in this session present the work carried out by the other five universities in the consortium.The Excellence Network eMadrid, “Investigación y Desarrollo de Tecnologías para el e-Learning en la Comunidad de Madrid” is being funded by the Madrid Regional Government under grant No. S2009/TIC-1650. In addition, we acknowledge funding from the following research projects: iCoper: “Interoperable Content for Performance in a Competency-driven Society” (eContentPlus Best Practice Network No. ECP-2007-EDU-417007), Learn3: Hacia el Aprendizaje en la 3ª Fase (“Plan Nacional de I+D+I” TIN2008-05163/ TSI), Flexo: “Desarrollo de aprendizaje adaptativo y accesible en sistemas de código abierto” (AVANZA I+D, TSI-020301- 2008-19), España Virtual (CDTI, Ingenio 2010, CENIT, Deimos Space), SOLITE (CYTED 508AC0341), and “Integración vertical de servicios telemáticos de apoyo al aprendizaje en entornos residenciales” (Programa de creación y consolidación de grupos de investigación de la Universidad Carlos III de Madrid).Publicad

    Virtual teams for new product development: an innovative experience for R&D engineers

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    New interaction tools such as internet allow companies to gain valuable input from research and development (R\&D) engineers via virtual teams. Consequently, engineers also get more expertise in diminutive time frames. Virtual R\&D teams present the key impetus to the technology acquisition process. The present knowledge-economy era is characterized by short product life-cycles. Virtual R&D teams may reduce time-to-market, make available a large pool of new product know-how and provide greater flexibilities, which are the key success factors in a competitive market. This comprehensive review contains almost 100 references and covers the recent literature with emphasis on the topic. The review has focused on authentic and reputed publications and extracts the results. This article presents the type of virtual teams and their main features and explains how virtual R&D team can play a prominent role in developing new products. The article is evolved future study guideline and also illustrates how to apply virtual interaction tools and integrate engineers into the innovation process. Management of virtual R&D teams in new product development (NPD) processes in an innovative, effective and efficient is of a high importance, but the issue has been poorly addressed in the previous studies. Findings show that virtual R&D team provides valuable input for new product development and R&D engineers are able to attain virtual experience

    Virtual Teams for New Product Development – An Innovative Experience for R&D Engineers

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    New interaction tools such as internet allow companies to gain valuable input from research and development (R&D) engineers via virtual teams. Consequently, engineers also get more expertise in diminutive time frames. Virtual R&D teams present the key impetus to the technology acquisition process. The present knowledge-economy era is characterized by short product life-cycles. Virtual R&D teams may reduce time-to-market, make available a large pool of new product know-how and provide greater flexibilities, which are the key success factors in a competitive market. This comprehensive review contains almost 100 references and covers the recent literature with emphasis on the topic. The review has focused on authentic and reputed publications and extracts the results. This article presents the type of virtual teams and their main features and explains how virtual R&D team can play a prominent role in developing new products. The article is evolved future study guideline and also illustrates how to apply virtual interaction tools and integrate engineers into the innovation process. Management of virtual R&D teams in new product development (NPD) processes in an innovative, effective and efficient is of a high importance, but the issue has been poorly addressed in the previous studies. Findings show that virtual R&D team provides valuable input for new product development and R&D engineers are able to attain virtual experience.Virtual R&D Teams, New Product Development, Virtual Experience, R&D Engineers

    Virtual Worlds in Education - A systematic Literature Review

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    Virtual worlds (VWs) are no novum in higher education but regain interest through COVID-19 restrictions, emerging technologies, and the metaverse hype. Therefore, we conduct a systematic literature review to gain the current status quo of research in higher and further education to identify the educational activities, research areas, learning environments, technologies towards the metaverse, subjects taught, and the current state of design knowledge. The initially found 587 records were systematically filtered to 89 fully coded articles. Based on our results, we define research gaps and derive research streams. Our results reveal a lack of research on social integration, course design, non-technical target groups, theoretical grounding and general design knowledge within the given context. The metaverse trend has reached educational research in the way that from 2016 onwards, new technologies are investigated selectively for educational purposes

    Building a virtual classroom : an education environment for the internet generation

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    This thesis examines the provision of learning environments that enable people to participate in high-quality learning experiences without physically travelling to classrooms and classes. New technologies enable the asynchronous web currently based on text, images, and video, to be extended to facilitate multi-channel synchronous communications. There is significant potential to enhance learning using the 3D worlds used for interactive gaming, populated by avatars representing the participants, and chat systems using text and audio channels. The purpose of this study was to investigate the development and use of 3D web-based learning environments. Staff and students from an Information Technology degree programme at one New Zealand Polytechnic participated in the study. The design and use of 3D web-based learning environments were integrated into one paper over six years. Data were collected from the teachers of this paper and the programme in which it was embedded.A survey instrument was used to collect data, along with artefacts from the software design and development plus the web-based environments created. Computer logs, and records of chat sessions were collected to enable analysis of the activities that took place in the new learning environments. Follow-up interviews were conducted with a sample of students after the completion of their study. Analysis of these data included collations of statistically significant relationships between environmental factors and the design features of the 3D web-based environments created. Results indicate that the 3D web-based environments were well received by the students and show significant potential for the future provision of learning environments. The technology has no negative impact on students’ perception of their learning environment; however, it did not have the expected positive impact on their communications with peers or teaching staff. This research suggests directions for the future development and application of 3D webbased technologies to fully enable their potential to be achieved in educational learning environments

    Teacher leadership and organisational change: a teacher leader's experience in a P-12 school

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    [Abstract]: Crowther, Hann & McMaster (2001) reported in School Innovation: Pathway to the Knowledge Society that when teacher leaders engage in collective action with the principal, they can build a school’s capacity to change. This Autoethnographic Case Study builds upon the findings reported by Cuttance (2001). The study uses a qualitative inquiry approach to study a Participatory Action Research (PAR) project. The qualitative study was conducted in a P-12 school context in 2003 and contains two related microstudies. The study investigates how a teacher leader, occupying a formal role in an organisation, can contribute to the organisation’s capacity to change. Conducted by a participant observer, the study occurred within a single context, a P-12 school which contained two separate entities, a Primary School and a Secondary School. In the Secondary School, the self researcher occupied a formal position and performed functional tasks while in the Primary School, she exercised teacher leadership without being formally defined by that role. The task of coordinating an innovation to achieve mandated change was distributed to the self researcher by the principal. The self researcher’s efforts to improve her leadership practices while coordinating the innovation forms the basis of the study. The self researcher employed Participatory Action Research as a means to gather data and engaged in reflexive leadership practices to pursue socially just and moral ways of acting in the social world. The organisational context provided the framework for the analysis of the data and various metaphors were employed to analyse the self researcher’s evolving subjectivities. The stance adopted by the self researcher is informed by critical theory, drawing from postmodern and poststructuralist perspectives, and the research question is answered through a narrative. This study found that teacher leadership underpinned by the principles of inclusion, participation and voluntarism is not sustainable in functionalist organisations. The study found that functionalist organisations are imprinted with the discourses of dominance and privilege and the distribution of functions by principals reproduces dominance and oppresses the emergence of teacher leadership. The study found that teacher leadership is emergent not distributed. The study found that when leadership is shared, parallel leadership practices generate organisational-wide leadership and build the collective’s capacity for change. However, the study concludes that the context is important and for teacher leadership to contribute to an organisation’s capacity to change, the organisation itself has to be reimaged
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