48,697 research outputs found

    The AtollGame Experience: from Knowledge Engineering to a Computer-Assisted Role Playing Game

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    This paper presents the methodology developed to collect, understand and merge viewpoints coming from different stakeholders in order to build a shared and formal representation of the studied system dealing with groundwater management in the low-lying atoll of Tarawa (Republic of Kiribati). The methodology relies on three successive stages. First, a Global Targeted Appraisal focuses on social group leaders in order to collect different standpoints and their articulated mental models. These collective models are partly validated through Individual Activities Surveys focusing on behavioural patterns of individual islanders. Then, these models are merged into a single conceptual one using qualitative analysis software. This conceptual model is further simplified in order to create a computer-assisted role-playing game.Knowledge Elicitation, Associative Network, Ontology, Water Management, Pacific, Tarawa

    Developing and modelling complex social interventions: introducing the Connecting People Intervention

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    Objectives: Modeling the processes involved in complex social interventions is important in social work practice, as it facilitates their implementation and translation into different contexts. This article reports the process of developing and modeling the connecting people intervention (CPI), a model of practice that supports people with mental health problems to enhance their social networks. Method: The CPI model was developed through an iterative process of focus group discussions with practitioners and service users and a two-stage Delphi consultation with relevant experts. Results: We discuss the intervention model and the processes it articulates to provide an example of the benefits of intervention modeling. Conclusions: Intervention modeling provides a visual representation of the process and outcomes of an intervention, which can assist practice development and lead to improved outcomes for service users

    The STIN in the Tale: A Socio-technical Interaction Perspective on Networked Learning

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    In this paper, we go beyond what have been described as 'mechanistic' accounts of e-learning to explore the complexity of relationships between people and technology as encountered in cases of networked learning. We introduce from the social informatics literature the concept of sociotechnical interaction networks which focus on the interplay between participants, technology, learning artefacts and practices. We apply this concept to case material drawn from transnational trade union education to identify and to analyse three aspects of networked learning: the local sociotechnical networks of learners; the construction of an overarching, global sociotechnical network for learning; and the evolution of such networks over time. Finally we identify issues for further research highlighted by these models

    What matters to older people with assisted living needs? A phenomenological analysis of the use and non-use of telehealth and telecare

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    Telehealth and telecare research has been dominated by efficacy trials. The field lacks a sophisticated theorisation of [a] what matters to older people with assisted living needs; [b] how illness affects people's capacity to use technologies; and [c] the materiality of assistive technologies. We sought to develop a phenomenologically and socio-materially informed theoretical model of assistive technology use. Forty people aged 60ā€“98 (recruited via NHS, social care and third sector) were visited at home several times in 2011ā€“13. Using ethnographic methods, we built a detailed picture of participants' lives, illness experiences and use (or non-use) of technologies. Data were analysed phenomenologically, drawing on the work of Heidegger, and contextualised using a structuration approach with reference to Bourdieu's notions of habitus and field. We found that participants' needs were diverse and unique. Each had multiple, mutually reinforcing impairments (e.g. tremor and visual loss and stiff hands) that were steadily worsening, culturally framed and bound up with the prospect of decline and death. They managed these conditions subjectively and experientially, appropriating or adapting technologies so as to enhance their capacity to sense and act on their world. Installed assistive technologies met few participants' needs; some devices had been abandoned and a few deliberately disabled. Successful technology arrangements were often characterised by ā€˜bricolageā€™ (pragmatic customisation, combining new with legacy devices) by the participant or someone who knew and cared about them. With few exceptions, the current generation of so-called ā€˜assisted living technologiesā€™ does not assist people to live with illness. To overcome this irony, technology providers need to move beyond the goal of representing technology users informationally (e.g. as biometric data) to providing flexible components from which individuals and their carers can ā€˜think with thingsā€™ to improve the situated, lived experience of multi-morbidity. A radical revision of assistive technology design policy may be needed
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