8,153 research outputs found

    The memory space: Exploring future uses of Web 2.0 and mobile internet through design interventions.

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    The QuVis Quantum Mechanics Visualization project aims to address challenges of quantum mechanics instruction through the development of interactive simulations for the learning and teaching of quantum mechanics. In this article, we describe evaluation of simulations focusing on two-level systems developed as part of the Institute of Physics Quantum Physics resources. Simulations are research-based and have been iteratively refined using student feedback in individual observation sessions and in-class trials. We give evidence that these simulations are helping students learn quantum mechanics concepts at both the introductory and advanced undergraduate level, and that students perceive simulations to be beneficial to their learning.Comment: 15 pages, 5 figures, 1 table; accepted for publication in the American Journal of Physic

    Institutional Repository saber.ula.ve: A testimonial perspective

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    In this paper, we describe our decade-long experience of building and operating one of the most active Institutional Repository in the world: www.saber.ula.ve (University of the Andes, Merida-Venezuela). In order to share our experience with other institutions, we firstly explain the steps we followed to preserve and disseminate the scientific production of the University of Los Andes' researchers. We then present some recent quantitative results about our repository activities and we outline some methodological guidelines that could be applied in order to replicate similar experiences. These guidelines list the ingredients or building blocks as well as the processes followed for developing and maintaining the services of an Institutional Repository. These include technological infrastructure; institutional policies on preservation, publication and dissemination of knowledge; recommendations on incentives for open access publication; the process of selection, testing and adaptation of technological tools; the planning and organization of services, and the dissemination and support within the scientific community that will eventually lead to the adoption of the ideas that lie behind the open access movement. We summarize the results obtained regarding the acceptance, adoption and use of the technological tools used for the publication of our institution's intellectual production, and we present the main obstacles encountered on the way.Comment: 7th International Conference on Open Access in Accra Ghana from 2nd to 3rd November 200

    Harnessing Technology: new modes of technology-enhanced learning: opportunities and challenges

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    A report commissioned by Becta to explore the potential impact on education, staff and learners of new modes of technology enhanced learning, envisaged as becoming available in subsequent years. A generative framework, developed by the researchers is described, which was used as an analytical tool to relate the possibilities of the technology described to learning and teaching activities. This report is part of the curriculum and pedagogy strand of Becta's programme of managed research in support of the development of Harnessing Technology: Next Generation Learning 2008-14. A system-wide strategy for technology in education and skills. Between April 2008 and March 2009, the project carried out research, in three iterative phases, into the future of learning with technology. The research has drawn from, and aims to inform, all UK education sectors

    Information and intellectual property: The global challenges

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    The paper analyses the contribution of 'golden papers' - seminal works whose ideas remain as fresh and relevant today as when they were first published decades ago - and which continue to dominate academic discourse among successive generations of scholars. The authors analyse why two works written within an industrial development context: The simple economics of basic scientific research, by Richard Nelson (1959) and Kenneth Arrows Economic Welfare and the Allocation of Resources for Invention (1962), are so relevant in today’s knowledge-driven economic paradigm. Focusing on the papers’ application to current global policy debates on information/knowledge and intellectual property, they argue that while the context has changed the essential nature of innovation - driven by widespread access to the ability to replicate and improve - remains the same. Hence a focus on endogenous innovation policy is as relevant today as it was 50 years ago.knowledge economy, science and technology, innovation, intellectual property rights, institutional change

    E-democracy and values in information systems design

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    In this paper I demonstrate the utility of a Values in Design (VID) perspective for the assessment, the design and development of e-democracy tools. In the first part, I give some background information on Values in Design and Value-Sensitive Design and their relevance in the context of e-democracy. In part 2, I analyze three different e-democracy tools from a VID-perspective. The paper ends with some conclusions concerning the merits of VID for e-democracy as well as some considerations concerning the dual tasks of philosophers in assessing and promoting value-sensitive technology design

    The role of boundary objects in the co-evolution of design and use: the KMP project experimentation

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    Nowadays, it is widely recognized that an ICT tool cannot be built without knowing who will use it and what they will do with. In this perspective, Human-Computer Interaction community (Carroll, 1990; Jarke, Tung Bui and Carroll, 1998; Young and Barnard, 1987; Young and al., 1989) developed a scenario-based approach contrasting with the traditional information system design. The scenario describes an existing or envisioned system from the perspective of one or more users and includes a narration of their goals, plans and reactions (Rosson and Carroll, 2002). As a result, design is founded on the use of scenarios as a central representation for the analysis and design of use. The scenario-based design appears to be a first step in the integration of users in the design of ICT tool. However, we would like to underline in this paper a more active role of users in the design process. According to Orlikowski (2000) while a technology can be seen to have been constructed with particular materials and inscribed with developers' assumptions and knowledge about the world at a point in time, it is only when this technology is used in recurrent social practices that it can be said to structure user's action. The use of technology in recurrent social practices must be considered because how technological properties will for the moment be used or appropriate is not inherent or predetermined. Finally, this approach leads us to dissociate the designers' world from the users' world. In this perspective, the design project is the result of the co-evolution and the convergence of both worlds: on the one hand, the world of design and a first integration of users by scenarios; on the other hand, the world of users where innovation is the art of interesting an increasing number of allies who will make the world of design stronger and stronger. The objective of this paper is to understand the mechanisms of interaction between the world of design and that of users i.e. between loops of co-design and loops of uses. Indeed, according to Akrich, Callon and Latour (1988) we adopt a whirlwind model of innovation. In this perspective, “innovation continuously transforms itself according to the trials to which it is submitted i.e. of the “interessements” tried out » (Akrich and al., 2002: 7). We will demonstrate that the key success of an innovation depends on the co-evolution and convergence of design and use around boundary objects developed during this process (see Figure 1). More specifically, we will show the role of boundary objects on the integration and on the involvement of users in the design process. In order to do so, we carried out an empirical research – the Knowledge Management Platform project - located in the scientific park of Sophia Antipolis (Alpes-Maritimes, France), focusing on the Telecom ValleyÂź (TV) association which gathers the main actors of the Sophia Antipolis Telecom cluster. Indeed, the KMP project aims to build a semantic web service of competencies in order to enhance exchange and combination dynamics of knowledge within the Telecom cluster thanks to an interactive mapping of competencies. This paper will comprise three parts: Based on the researches of Akrich, Callon and Latour (1988), Hatchuel and Mollet (1986), Orlikowski (2000), Romme and Endenburg (2006) we will identify and analyse in a first part the process of design. The combination of these approaches leads us to distinguish the design' world from the users' world. In this perspective, the success of an innovation may be explained by the co-evolution and the convergence of these two worlds. In this process, we suggest that boundary objects play a key role in the convergence of these two worlds. We will present in a second part the empirical study of the KMP project within the TV network. The KMP project involved researchers from socio-economic sciences (GREDEG Laboratory, UNSA-CNRS, Rodige and Latapses teams), cognitive sciences and artificial intelligence (INRIA, Acacia team), telecommunications (GET) and users (TV) for a total force of 187 men per month for a two-year period (2003-2005). At this present time this project is being set up in a pre-industrialization phase, supported by TV and the PACA region. Here, we will analyse the specific process of design experimented by KMP. Finally, the third part discusses the role of boundary objects in the KMP experimentation. In this part, we will show the evolution of boundary objects during the loops of design. More specifically, the focus will be on the emergence of compromises between designers and users, their materialisation in boundary objects and finally their evolution during the design' process.boundary objects, IS development, actor network theory
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