3,866 research outputs found

    A Review and Analysis of Process at the Nexus of Instructional and Software Design

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    This dissertation includes a literature review and a single case analysis at the nexus of instructional design and technology and software development. The purpose of this study is to explore the depth and breadth of educational software design and development processes, and educational software reuse, with the intent of uncovering barriers to software development, software re-use and software replication in educational contexts. First, a thorough review of the academic literature was conducted on a representative sampling of educational technology studies. An examination of a 15-year time period within four representative journals identified 72 studies that addressed educational software to some extent. An additional sampling of the initial results identified 50 of those studies that discussed software the development process. These were further analyzed for evidence of software re-use and replication. Review results found a lack of reusable and/or replication-focused reports of instructional software development in educational technology journals, but found some reporting of educational technology reuse and replication from articles outside of educational technology. Based on the analysis, possible reasons for this occurrence are discussed. The author then proposes how a model for conducting and presenting instructional software design and development research based on the constructs of design-based research and cultural-historical activity theory might help mitigate this gap. Finally, the author presents a qualitative analysis of the software development process within a large, design-based educational technology project using cultural-historical activity theory (CHAT) as a lens. Using CHAT, the author seeks to uncover contradictions between the working worlds of instructional design and technology and software development with the intent of demonstrating how to mitigate tensions between these systems, and ultimately to increase the likelihood of reusable/replicable educational technologies. Findings reveal myriad tensions and social contradictions centered around the translation of instructional goals and requirements into software design and development tasks. Based on these results, the researcher proposes an educational software development framework called the iterative and integrative instructional software design framework that may help alleviate these tensions and thus make educational software design and development more productive, transparent, and replicable

    Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study

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    This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017–2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of “gamification” dynamics with Lego® Serious Play®. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams.Spanish Ministry of Science, Innovation and Universities / European Social Fund: Ramón y Cajal contract (RYC-2017-22222

    Proceedings of the 1st international workshop on software process education, training and professionalism (SPETP 2015)

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    These Proceedings contain the papers accepted for publication and presentation at the first 1st International Workshop on Software Process Education, Training and Professionalism (SPETP 2015) held in conjunction with the 15th International Conference on Software Process Improvement and Capability dEtermination (SPICE 2015), Gothenburg, Sweden, during June 15-17, 2015. During the 14th International Conference on Software Process Improvement and Capability dEtermination (SPICE 2014) held in Vilnius, Lithuania, at a post conference dinner, a group of key individuals from education and industry started to discuss the challenges faced for software process education, training and professionalism, especially with the background of the new modes of learning and teaching in higher education. Further discussions held post conference with key players in the relevant professional and personal certification fields led to a consensus that it is time for the industry to rise to the new challenges and set out in a manifesto a common vision for educators and trainers together with a set of recommendations to address the challenges faced. It was therefore agreed co-located the 1st International Workshop on Software Process Education, Training and Professionalism with the 15th International Conference on Software Process Improvement and Capability dEtermination. This workshop focused on the new challenges for and best practices in software process education, training and professionalism. The foundation for learning of software process should be part of a university or college education however software process is often treated as ‘add one’ module to the core curriculum. In a professional context, whilst there have been a number of initiatives focused on the certification related to the software process professional these have had little success for numerous reasons. Cooperation in education between industry, academia and professional bodies is paramount, together with the recognition of how the education world is changing and how education is resourced, delivered (with online and open learning) and taken up. Over the next 10 years on-line learning is projected to grow fifteen fold, accounting for 30% of all education provision, according to the recent report to the European Commission on New modes of learning and teaching in higher education. It is a great pleasure to see the varied contributions to this 1st International Workshop on Software Process Education, Training and Professionalism and we hope that our joint dedication, passion and innovation will lead to success for the profession through the publication of the manifesto as a key outcome from the workshop. On behalf of the SPETP 2015 conference Organizing Committee, we would like to thank all participants. Firstly all the authors, whose quality work is the essence of the conference, and the members of the Program Committee, who helped us with their expertise and diligence in reviewing all of the submissions. As we all know, organizing a conference requires the effort of many individuals. We wish to thank also all the members of our Organizing Committee, whose work and commitment were invaluable

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Training Competences in Industrial Risk Prevention with Lego (R) Serious Play (R): A Case Study

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    This paper proposes the use of the Lego (R) Serious Play (R) (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017-2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of "gamification" dynamics with Lego (R) Serious Play (R). In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams

    Knowledge management and gamification in Pharma: an approach in pandemic times to develop product quality reviews

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    The Pharma sector is a much‑regulated market, and this means that this industry must test their products to comply with existing standards to assure the required level of quality and safety before being authorized to lunch those products to the market. Supply chains, data integrity, and tightening regulations are just examples of business process issues that affect quality strategies on a day‑to‑day basis. Besides, regulatory bodies are increasingly focused not only on compliance but also on building a culture of quality management. In this domain, the Quality Management System (QMS)is a well‑known system to support processes, procedures, and responsibilities for achieving quality policies and objectives.The QMS also drives consistent metrics, risk calculations, and other trend analysis in developing periodical Product Quality Reviews (PQRs), usually corresponding to one year periods, related to the product and with its active substance. The PQRs development process requires proper management of knowledge so that it can be replicated in different activities. This paper proposes the adoption of Gamification techniques in each phase of PQRs. In pandemic times, it is importante to improve the performance of each activity, gathering the engagement of the employees. Gamification is usually related to employee motivation, which, in turn, is conducive to the achievement of better results in the organization. In this context, it is necessary to understand how the commitment of stakeholders evolves and if the application of Gamification techniques allows enhancing this variable, taking the evolution of the performance as another variable that could be evaluated. This paper focuses on innovation in the area of knowledge management, based on the projection of a Gamified model related to managing activities of a PQR development project at the level of the active substance. The paper presents a case study where the proposed model was applied to analyze the performance achieves in a national pharmaceutical industry in Portugal.info:eu-repo/semantics/publishedVersio

    Designing Gamification for Sustainable Employee Behavior: Insights on Employee Motivations, Design Features and Gamification Elements

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    Encouraging sustainable employee behavior is critical for companies in the face of increasing societal pressure towards sustainability. While gamification has been shown to influence employee behavior effectively, current attempts to design gamification for sustainability in the workplace largely neglect the importance of understanding personal factors and contextual characteristics. This work explores employees' motivations for sustainable behavior and expectations for design features through in-depth interviews with 27 employees from different SMEs. Our results show that many employees tend to be egoistically motivated, suggesting the design of appropriate narratives and individualistic-oriented design features. Employees expected utilitarian, hedonistic, and social design features that primarily serve to support them in achieving personal sustainability goals while highlighting that gamification at work should also integrate seamlessly with existing work routines. We contribute to gamification design research by discussing the particularities of the workplace sustainability context and shedding new light on involving users in gamification design
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