230,696 research outputs found

    Early-age Digital Experience Helps Form IT Identity and Its Impact on Workplace Performance

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    One of the most anticipated questions in the digital age is how the generation who grew up with digital technologies will behave in the workplace. We investigate the role of early-age digital experience on performance drawing on IT identity theory. Specifically, we hypothesized that early-age digital experience indirectly relates to job performance and work innovation sequentially via IT identity and digital creativity. Additionally, perceived managerial support amplifies IT identityā€™s influences on digital creativity as well as the indirect effects of early-age digital experience on work results. Data collected via a multiple-source and multiple-wave survey from 281 employees in a large Internet company support the research model. This research enriches the understanding of what drives individualsā€™ digital creativity and demonstrates that employees with early-age digital experience are critical resources for organizational competitive advantage in a digital economy. Practical implications for employeesā€™ early-age digital use and workplace management are discussed

    Adaptive organizations in the digital age : complexity, creativity and innovation

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    Adaptive organizations are the contemporary kind of socio-technical systems derived from the need to respond effectively to changes in the dynamic and unpredictable landscape of the digital economy. These organizations are both internetworked and knowledge-driven, and thus responsive to challenges and opportunitiesof the digital age. The networking capability (e.g. ICT-enabled virtuality,organizational teaming, and knowledge hyperlinking) provides for the adaptive organizations to cope with one of the biggest challenges they face today ā€“ complexity. For a small number of businesses, embracing complexity yields a competitive edge in terms of creativity, innovation, information management, and human resources. If we consider our countries, unions, departments, projects as complex adaptive systems, then we need to take into account their specificities to address and guide them properly. This paper looks through the lens of system design, complex adaptive systems, and the tactical management adaptability and effectiveness to provide an analysis of the European (1) strengths in strategy and operations (2) problems in ā€˜silosā€™, matrix- organizations, insufficient information and communication flows, current project management and slow risk management (3) example of the freedom of movement for workers (4) ā€˜business modelā€™, and (5) growth paradigm that need to be fundamentally redefined through the value co-creation and co- evolution. The solutions we provide here are both conceptual (e.g. greater effectiveness delivered through the existing governance structures by drawing attention to the missing link between tactics and empowered project management), and tangible (e.g. methods providing adaptability in dynamic and unpredictable environment that is preserved by continuous Sense-Interpret-Decide-Act (SIDA) Loop and Role-and-Accountability system design, with proper information sensors, emitters and risk management for strategy and tactics)

    YOUTH, CREATIVITY, COPYRIGHT, AND CULTURAL NUANCE IN THE DIGITAL AGE

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    This research is trying to see how some digital natives in Indonesia deal with copyright in the digital age since internet enable everyone to become a consumer, distributor, and also producer of content at the same time. With different characteristics of digital natives in Indonesia, the current work thus seeks to fill the gap for Indonesiaā€™s context that has not been touched by the previous research from Palfrey, Gasser, Simun, and Barnes (2009). With the use of qualitative method, the research conducted to a group of young people age from 14-19 years old that come from social class A and B. They were asked to fill closed and open-ended questionnaire and continued with an in dept interview for those who showed interest in creation process on the internet. It was found that there is a great distance between copyright concepts to digital natives in this research. Besides, there were also misconceptions in understanding copyright law. Moreover, it was found lack of participations in creating cultural works on the internet from these digital natives. They had not been armed with technical and social knowledge to participate in creating and influencing cultural production and development

    Neka pitanja o kreativnosti u digitalnom dobu

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    The subject of interest in this paper relates to the expression of creativity from childhood to adolescence in the society today, which many mirror as the digital age. Firstly, the paper presents a Developmental model of creativity developed in a research study focused on personal explicit theories of educational researchers. The model defines key descriptors and describes the manifestations of creativity from the preschool years all the way to the adulthood, when the individual joins the labour market. Secondly, the paper focuses onto the Digital Natives concept and attempts to describe the youngsters today taking into account research results from different settings. Thirdly, in the remaining part the manifestations of creativity from the model are associated with the characteristics of young people who were born in digital age in order to enhance understanding of creativity expression in digital age. Based on a thorough examination a list of questions and needed research studies about creativity of Digital Natives is presented, under the assumption that the digital media will only be further developed and their influence over the young generations will be even more copious. The concluding remark problematizes the notion on whether everybody may be regarded as creative in the digital age realm and if so how this changes the overall meaning of the concept of creativity?.Predmet interesovanja u ovom radu je izražavanje kreativnosti u detinjstvu i mladosti u naÅ”em vremenu koje mnogi vide kao digitalno doba. U radu se prvo predstavlja razvojni model kreativnosti koji je dobijen u istraživačkoj studiji o ličnim eksplicitnim teorijama kreativnosti istraživača koji proučavaju obrazovanje. Model definiÅ”e ključne deskriptore i opisuje manifestacije kreativnosti od predÅ”kolskog uzrasta do odraslog doba kada osoba počinje da radi. U drugom delu rada opisana je savremena mlada generacija na osnovu rezultata istraživanja iz različitih sredina i koncept Digitalni urođenici. U trećem delu rada, manifestacije kreativnosti iz modela dovode se u vezu s karakteristikama mladih koji su rođeni u digitalnom dobu u nameri da se bolje razume kreativno izražavanje u digitalnom dobu. Napravljena je lista pitanja i potrebnih istraživačkih studija o kreativnosti digitalaca, s pretpostavkom da će se digitalne tehnologije dalje razvijati i da će njihov uticaj na mlade rasti. ZavrÅ”ni komentar odnosi se na pitanje da li bi svako mogao biti kreativan u digitalnom dobu, a ako se to desi, da li se menja značenje pojma kreativnost

    Digital creativity - an investigation into architectural design in the electronic age

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    A dissertation submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Master of Philosophy.This study explores approaches to architectural creativity and collaborative design in the contemporary digital design context. The thesis identifies key trends and developments in the historical and present-day evolution of the creative use of computers by architects in education and practice. It examines the current manifestations of digitally supported architectural design, and investigates the ways in which computers and electronic communication technologies are being utilised in the design process. In the context of, and informed by, this investigative survey the author evolves three key models or analogues for the application of computer based techniques in the creative design process. Each design analogue has been tested with the collaboration of undergraduate architecture students and their academic teaching staff through experimental pedagogic design projects, which have been used to evaluate their validity and effectiveness. The working principles developed through these projects have also been applied in a realworld context, through a live professional case study architectural project undertaken by the author in commercial architectural practice. The concluding section examines the current state of play in the relationship between theoretical ideas and the practice of architectural design using digital techniques, to assess the methodological validity of the design analogues in the educational and practice spheres, and to make recommendations for future areas of research

    Children in Primary and Secondary Education Should Continue to be Taught Handwriting in the Digital Age

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    As more and more new technologies have been introduced to traditional classrooms in schools, handwriting has been overlooked in the digital age. This paper examines the key roles of handwriting in promoting childrenā€™s brain development, increasing creativity, improving academic writing competence, and providing help for children with learning difficulties to address the importance of handwriting. Based on that, the paper concludes that children in primary and secondary education should continue to be taught handwriting in the digital age. It suggests that appropriate methods of handwriting instruction in the new digital age need to be identified

    Care for a Sample? De Minimis, Fair Use, Blockchain, and an Approach to an Affordable Music Sampling System for Independent Artists

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    Thanks, in part, to social media and the digital streaming age of music, independent artists have seen a rise in popularity and many musicians have achieved mainstream success without the affiliation of a major record label. Alongside the growth of independent music has come the widespread use of music sampling. Sampling, which was once depicted as a crime perpetrated by hip-hop artists, is now prevalent across charttopping hits from all genres. Artists have used sampling as a tool to integrate cultures, eras, and styles of music while experimenting with the bounds of musical creativity. Artists whose works are sampled have profited from royalties and the exposure of their original work in modern art. However, the laws that shaped the sample licensing system helped solidify financial and political obstacles that prevent independent artists from sampling. Therefore, while major label-affiliated artists can use their status and financial capital to bypass the obstacles, it is practically impossible for independent artists to afford sampling and participate in modern musicā€™s sonic creativity
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