11,788 research outputs found
An analytic framework to assess organizational resilience
Background: Resilience Engineering is a paradigm for safety management that focuses on coping with complexity to achieve success, even considering several conflicting goals. Modern socio-technical systems have to be resilient to comply with the variability of everyday activities, the tight-coupled and underspecified nature of work and the nonlinear interactions among agents. At organizational level, resilience can be described as a combination of four cornerstones: monitoring, responding, learning and anticipating. Methods: Starting from these four categories, this paper aims at defining a semi-quantitative analytic framework to measure organizational resilience in complex socio-technical systems, combining the Resilience Analysis Grid (RAG) and the Analytic Hierarchy Process (AHP). Results: This paper presents an approach for defining resilience abilities of an organization, creating a structured domain-dependent framework to define a resilience profile at different levels of abstraction, to identify weaknesses and strengths of the system and thus potential actions to increase systemâs adaptive capacity. An illustrative example in an anaesthesia department clarifies the outcomes of the approach. Conclusions: The outcome of the RAG, i.e. a weighted set of probing questions, can be used in different domains, as a support tool in a wider Safety-II oriented managerial action to bring safety management into the core business of the organization
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The OER FLOW and social media
This presentation introduces some strategies for producing, sharing and reusing OER through the OER Flow and social media. The aim of this investigation is to identify how colearners can apply the OER Flow and social media to make the production and adaptation processes of OER more explicit for anyone in the community to contribute. This work analyses, therefore, the interactions of âCOLEARNâ â an open community of research in collaborative learning technologies â who created and remixed diverse open media components for producing an open book about OER using the OER flow and Social Media. The outcomes show that educators and colearners can move from a passive position to a more active and informed network role when they are able to co-authoring OER
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Who are "We"? Examining Identity Using The Multiple Dimensions of Identity Model
As a writing center administratorâI oversee the Writing Lab housed within The University of Texas at Austinâs (UT) Football Academic Center (FAC)âI have been interested in exploring how identities affect writing sessions. In their study of student identities, researchers Susan Jones and Marylu McEwen developed the Multiple Dimensions of Identity model (âA Conceptual Modelâ), which describes âthe dynamic construction of identity and the influence of changing contexts on the relative salience of multiple identity dimensions, such as race, sexual orientation, culture, and social classâ (Abes, Jones, and McEwen 3).2 Last year, I applied Multiple Dimensions of Identity to the writing center context, implementing a workshop employing the model with the Writing Lab tutors.University Writing Cente
Is a Seat at the Table Enough? Engaging Teachers and Students in Dataset Specification for ML in Education
Despite the promises of ML in education, its adoption in the classroom has
surfaced numerous issues regarding fairness, accountability, and transparency,
as well as concerns about data privacy and student consent. A root cause of
these issues is the lack of understanding of the complex dynamics of education,
including teacher-student interactions, collaborative learning, and classroom
environment. To overcome these challenges and fully utilize the potential of ML
in education, software practitioners need to work closely with educators and
students to fully understand the context of the data (the backbone of ML
applications) and collaboratively define the ML data specifications. To gain a
deeper understanding of such a collaborative process, we conduct ten co-design
sessions with ML software practitioners, educators, and students. In the
sessions, teachers and students work with ML engineers, UX designers, and legal
practitioners to define dataset characteristics for a given ML application. We
find that stakeholders contextualize data based on their domain and procedural
knowledge, proactively design data requirements to mitigate downstream harms
and data reliability concerns, and exhibit role-based collaborative strategies
and contribution patterns. Further, we find that beyond a seat at the table,
meaningful stakeholder participation in ML requires structured supports:
defined processes for continuous iteration and co-evaluation, shared contextual
data quality standards, and information scaffolds for both technical and
non-technical stakeholders to traverse expertise boundaries
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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that âreuseâ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of âreuseâ, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
Mini is beautiful:Playing serious mini-games to facilitate collective learning on complex urban processes
Spatial planning projects can be conceived as processes of collective learning. Planners have been looking at games and playful approaches to support these processes. Considering that planning projects are long and complex, we propose to not reason for single, full-fledged and all-encompassing games, but instead work with strings of, so-called, serious mini-games that each addresses a specific learning goal, guided by a collective learning model. This paper conceptualizes a toolbox to support the development and contextualization of such strings of serious mini-games
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