9,807 research outputs found

    Teacher 2020. On the Road to Entrepreneurial Fluency in Teacher Education

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    Teacher competence development – a European perspective

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    This chapter provides an European perspectives on teacher competence development

    Community-based mentoring and innovating through Web 2.0

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    The rise of social software, often termed Web 2.0, has resulted in heightened awareness of the opportunities for creative and innovative approaches to learning that are afforded by network technologies. Social software platforms and social networking technologies have become part of the learning landscape both for those who learn formally within institutions, and for those who learn informally via emergent web-based learning communities. As collaborative online learning becomes a reality, new skills in communication and collaboration are required in order to use new technologies effectively, develop real digital literacy and other 21st century skills

    Information Outlook, January 1997

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    Volume 1, Issue 1https://scholarworks.sjsu.edu/sla_io_1997/1000/thumbnail.jp

    Influence Of Short Video Live Broadcast On Network User Behavior And Sales—From Meta-Analysis, Experimental Analysis To Empirical Analysis

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    Background: There are more than 1 billion users of short video media in China, and enterprises have long recognized that the influence of short video media has strong marketing achievements, such as short video community and information sharing platform participating in sales. Many enterprises have established active short video media so that they can directly interact with their customers. Among them, the content of webcasting can also stimulate and influence users' participation (like, comment or share) and users' stickiness (collection and attention). Research purposes and methods: In order to explore the underlying logical relationship between "media-content-goods-users-sales", firstly, it is necessary to find out the influence mechanism of short video live broadcast on network users' participation and sales. Therefore, in the first experiment, we conducted a meta-analysis on a large number of researches on webcasting media and short video media, and analyzed their differences along the content differences, background (industry, presentation, life cycle, demand and platform) and characteristics of webcasting media. Secondly, it is necessary for us to find out the differences in the influence of the level of webcasting and the behavior of network users (participation behavior and sticky behavior) on the sales level. Therefore, in Experiment 2, based on the data of 802 live events in Tik Tok, the internal relationship between the degree of webcasting and the degree of commodity sales was analyzed. Thirdly, it is necessary for us to understand the mechanism of the influence of webcasting marketing on consumer decision-making. Therefore, in Experiment 3, the psychological mechanism of webcasting affecting purchase intention was verified by structural equation model, and the adoption intention of webcasting users was determined and verified by three factors-webcasting, participation behavior and sticky behavior. Research results: This paper makes a comprehensive and in-depth analysis and verification through three experiments. The result of Experiment 1 supports some existing viewpoints, for example, webcasting media can promote the sales of new products more effectively, but it highlights some new insights. The webcasting media mainly promotes the sales of goods and hardly affects the stickiness of users. The average citation of webcasting media stickiness is 0.137, and the sales citation is 0.353. In addition, the research results also put forward a better way to adjust the content of webcasting media to meet the communication target. Experiment 2 found that it has a higher degree of webcasting (β1=.715, P < .01; β2=-.090, p<0.01) more effectively produces the degree of commodity sales, and further verifies the potential moderating effects of two kinds of user behaviors: user participation behavior and user stickiness behavior. Experiment 3 verified that webcasting (b = 0.247, t=3.317, p< 0.05) directly and significantly affected the degree of online sales, while the behavior of online users (participation of live users and live fans) adjusted the degree of online sales to a certain extent, which indirectly affected the degree of online goods sales. Research conclusion: With the rapid development of short video media today, enterprises can realize the online sales of goods more efficiently through a powerful short video live media based on media content and media users, and further realize the balanced operation between network users and fan users in a healthy and orderly manner. Keywords: Webcast, Meta-analysis, User behavior, Social media sales, Field experiment DOI: 10.7176/NMMC/104-13 Publication date: August 31st 202

    Big data in education and organizational change: Evidence from private K12 schools in China

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    China is a time-honored civilization with a long history of private education. In China, private education has played an important role in preserving Chinese civilization. At the end of the 20th century, private education in China began to develop thanks to government support. As such, remarkable progress was made during the past decade. Due to specific conditions within the education industry, however, the administration of private edu-cation - and basic education, in particular - has remained rudimentary compared with other more mature service industries. To address the many problems in basic education, such as rig-id teaching methods, heavy teacher workloads and long, repetitive working hours, it is imper-ative in this information era to conduct innovative explorations with the help of the “internet of things” (IoT), big data and other scientific and technological means to carry out organiza-tional reform in schools and to establish contemporary organizational structures and manage-ment modes. Doing so will comprehensively improve the administration of basic education, which will in turn promote the quality of education and teaching. This thesis examines Tianli Education Group, a typical example of private, basic educa-tion in China. By adopting experimental research methods, the behavior of students and teachers in Tianli’s schools were experimentally analyzed. IoT technology was employed to collect data about student behavior at school. Likewise, after collecting and analyzing big data on the behavior of teachers at school, the content and processes of their work were analyzed. Based on these experiments, this thesis explores a new 5G era-appropriate mode of stu-dent selection and training that makes use of big data technology. It outlines the standard work scenario for teachers and improves both their work efficiency and salaries by “trimming staff and streamlining administration,” thus rekindling enthusiasm among teachers for their work. Finally, as a part of this thesis, a series of organizational changes were implemented at Tianli Education Group and its schools to boost organizational vitality, improve overall levels of education, teaching and operational efficiency, raise teachers’ salaries and enhance student happiness.A China é uma civilização muito antiga, com uma longa história de educação privada. A educação privada desempenhou um papel importante na preservação da civilização chinesa. No final do século 20, a educação privada na China começou a desenvolver-se com o apoio do governo. Nos últimos dez anos, devido ao apoio concedido temos assistido a um grande progresso. Contudo e em virtude das condições específicas da indústria da educação, a administração da educação privada – a educação básica em particular – permaneceu rudimentar quando comparada com outras indústrias de serviços. Para resolver os muitos problemas da educação básica, tais como os métodos rígidos de ensino, as cargas de trabalho pesadas e horas de trabalho repetitivas, torna-se imperativo nesta era da informação realizar pesquisas inovadoras com a ajuda da “Internet das Coisas”, do “Big Data” e meios científicos e tecnológicos que nos permitam realizar a reforma nas escolas e estabelecer estruturas organizacionais e métodos de gestão adaptados aos tempos em que vivemos. Os resultados destas pesquisas irão contribuir para melhorar de uma forma abrangente a administração da educação básica, o que por sua vez promoverá a qualidade da educação e do ensino. Esta tese estuda o Tianli Education Group, que consideramos um bom exemplo do ensino privado na educação básica na China. Adoptando métodos experimentais de pesquisa, o comportamento dos estudantes e professores das escolas Tianli foram analisados. Aplicamos a tecnologia da “Internet das Coisas” para recolher informações sobre comportamento dos alunos na escola. Da mesma forma, após a recolha e análise dos dados sobre o comportamento dos professores na escola, efetuamos a análise do conteúdo e dos processos do seu trabalho. Tendo por base estas experiências, esta tese explora na nova era 5G, um modo apropriado para seleção e formação dos alunos. Esta tese descreve o cenário padrão de trabalho para professores e melhora não somente a eficiência do trabalho como também os seus salários ao “reduzir o pessoal e simplificar a administração”, reacendendo assim o entusiasmo dos professores pelo seu trabalho. Finalmente, como parte desta tese, uma série de mudanças organizacionais foram implementadas nas escolas do grupo Tianli Education Group com a finalidade de impulsionar a vitalidade organizacional, melhorar todos os níveis gerais de educação, aumentar a eficiência operacional e de ensino, aumentar os salários dos professores e aumentar a felicidade dos alunos

    Digital Library Evaluation: Toward an Evolution of Concepts

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    published or submitted for publicatio

    Practicing a Science of Security: A Philosophy of Science Perspective

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    Our goal is to refocus the question about cybersecurity research from 'is this process scientific' to 'why is this scientific process producing unsatisfactory results'. We focus on five common complaints that claim cybersecurity is not or cannot be scientific. Many of these complaints presume views associated with the philosophical school known as Logical Empiricism that more recent scholarship has largely modified or rejected. Modern philosophy of science, supported by mathematical modeling methods, provides constructive resources to mitigate all purported challenges to a science of security. Therefore, we argue the community currently practices a science of cybersecurity. A philosophy of science perspective suggests the following form of practice: structured observation to seek intelligible explanations of phenomena, evaluating explanations in many ways, with specialized fields (including engineering and forensics) constraining explanations within their own expertise, inter-translating where necessary. A natural question to pursue in future work is how collecting, evaluating, and analyzing evidence for such explanations is different in security than other sciences

    SeducciĂłn social: hacia los fundamentos de un modelo pedagĂłgico

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    Introduction: Social Seducement is a project intended to ease the re-entry of long-term unemployed people into society by involving them in the development of a social economy enterprise. This goal will be reached by giving them the opportunity to develop necessary skills via a serious game, in which they will learn the primary concepts, skills and attitudes for developing an enterprise successfully. This article was written in the year 2016 in the Universidad Internacional Methodology: This paper focuses on the process necessary to develop a pedagogical model for this game and on explaining the foundations to be observed, i.e., the instructional model, the way the approach is related to the European Qualifications Framework and the specific competencies that a social entrepreneur must develop. Results: As a result of this study, we obtained a didactical basis on which to support the process of game-based learning. Conclusions: Our immediate focus is the development of each phase of the addie (Analysis, Design, Development, Implementation, and Evaluation) model, developing external and internal material, placing content within the proper levels and testing the game in order to perform the piloting.Introducción: seducción social es un proyecto que busca facilitar la reinserción en la sociedad de individuos que llevan un tiempo prolongado desempleados mediante su involucramiento en el desarrollo de un emprendimiento de economía social. Este objetivo se puede alcanzar al brindarles la oportunidad de desarrollar las habilidades necesarias a través de un juego serio, en el que aprendan los conceptos primarios, habilidades y actitudes para desarrollar una empresa de forma exitosa. Este artículo fue escrito en el 2016 en la Universidad Internacional de la Rioja. Metodología: el trabajo se centra en el proceso necesario para desarrollar un modelo pedagógico para este juego y en explicar los fundamentos que se deben tener en cuenta, es decir, el modelo instruccional, la forma en que el enfoque se relaciona con el Marco Europeo de Cualificaciones y las competencias específicas que un emprendedor social debe desarrollar. Resultados: como resultado de este estudio, obtuvimos una base didáctica para apoyar el proceso de aprendizaje basado en juegos. Conclusiones: nuestro enfoque inmediato es el desarrollo de cada fase del modelo addie (análisis, diseño, desarrollo, implementación y evaluación), desarrollando material externo e interno, colocando contenidos dentro de los niveles adecuados y probando el juego para realizar el piloto
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