33,257 research outputs found

    What Inspires Leisure Time Invention?

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    This paper seeks to understand the intriguing but only sparsely explored phenomenon of “leisure time invention,” where the main underlying idea for the new product or process occurs when the inventor is away from the workplace. We add to previous research by focussing on the inventive creativity of the individual researcher, and reassessing the image of researchers inventing during unpaid time – who have often been dispatched as “hobbyists”. Based on the responses from a survey of over 3,000 German inventors, we tested hypotheses on the conditions under which leisure time invention is likely to arise. Results suggest that the incidence of leisure time invention is positively related to exposure to a variety of knowledge inputs – but, surprisingly, not to the quality of prior inventive output. Leisure time inventions are more frequently observed in conceptual-based technologies than in science-based technologies, in smaller R&D projects, and in externally financed R&D projects

    Why not empower knowledge workers and lifelong learners to develop their own environments?

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    In industrial and educational practice, learning environments are designed and implemented by experts from many different fields, reaching from traditional software development and product management to pedagogy and didactics. Workplace and lifelong learning, however, implicate that learners are more self-motivated, capable, and self-confident in achieving their goals and, consequently, tempt to consider that certain development tasks can be shifted to end-users in order to facilitate a more flexible, open, and responsive learning environment. With respect to streams like end-user development and opportunistic design, this paper elaborates a methodology for user-driven environment design for action-based activities. Based on a former research approach named 'Mash-Up Personal Learning Environments'(MUPPLE) we demonstrate how workplace and lifelong learners can be empowered to develop their own environment for collaborating in learner networks and which prerequisites and support facilities are necessary for this methodology

    What Inspires Leisure Time Invention?

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    This paper seeks to understand the intriguing but only sparsely explored phenomenon of “leisure time invention,” where the main underlying idea for the new product or process occurs when the inventor is away from the workplace. We add to previous research by focussing on the inventive creativity of the individual researcher, and reassessing the image of researchers inventing during unpaid time – who have often been dispatched as “hobbyists”. Based on the responses from a survey of over 3,000 German inventors, we tested hypotheses on the conditions under which leisure time invention is likely to arise. Results suggest that the incidence of leisure time invention is positively related to exposure to a variety of knowledge inputs – but, surprisingly, not to the quality of prior inventive output. Leisure time inventions are more frequently observed in conceptual-based technologies than in science-based technologies, in smaller R&D projects, and in externally financed R&D projects.Leisure Time; Inventiveness; Organizational Creativity

    Criteria for the Diploma qualifications in information technology at levels 1, 2 and 3

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    On New Footnotes to Shingo

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    The Toyota Production System (TPS) has continually inspired scholars of production management to a search for its essence. Two new interpretations have recently been advanced. Firstly, Johnston has argued that conventional production management is based on an approach to management called management-as-planning. The central assumption is that intentional activity is based on a representation of the world. Thus, management is essentially about planning, i.e. manipulation of that representation. Instead, the TPS is essentially based on an approach called management-as-organizing. Here it is assumed that human activity is inherently situated, i.e. a response to the situation in question. Secondly, Spear and Bowen have claimed that the key to understand the TPS is the idea of the scientific method. When a production standard is defined, it also establishes a hypothesis that can be tested. Thus, they seem to emphasize the approach of managementas- learning as the foundational idea behind the TPS. It is shown that while providing fresh and deeper understanding to management in the TPS, these interpretations are partial and can be positioned inside the view on production management presented by Shingo. In fact, based on Shingo and other extant analysis, it can be argued that there are four approaches to management that are applied in tight coupling and synergistically in the TPS: management-as-organizing, management-as-planning, management-as-adhering and management-as-learning. It is concluded that the superiority of the TPS in comparison to its rivals is founded not only on a better theory of production, but also on a better theory of management

    Enterprise Systems Adoption and Firm Performance in Europe: The Role of Innovation

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    Despite the ubiquitous proliferation and importance of Enterprise Systems (ES), little research exists on their post-implementation impact on firm performance, especially in Europe. This paper provides representative, large-sample evidence on the differential effects of different ES types on performance of European enterprises. It also highlights the mediating role of innovation in the process of value creation from ES investments. Empirical data on the adoption of Enterprise Resource Planning (ERP), Supply Chain Management (SCM), Customer Relationship Management (CRM), Knowledge Management System (KMS), and Document Management System (DMS) is used to investigate the effects on product and process innovation, revenue, productivity and market share growth, and profitability. The data covers 29 sectors in 29 countries over a 5-year period. The results show that all ES categories significantly increase the likelihood of product and process innovation. Most of ES categories affect revenue, productivity and market share growth positively. Particularly, more domainspecific and simpler system types lead to stronger positive effects. ERP systems decrease the profitability likelihood of the firm, whereas other ES categories do not show any significant effect. The findings also imply that innovation acts as a full or partial mediator in the process of value creation of ES implementations. The direct effect of enterprise software on firm performance disappears or significantly diminishes when the indirect effects through product and process innovation are explicitly accounted for. The paper highlights future areas of research.Enterprise Systems; ERP; SCM; CRM; KMS; DMS; IT Adoption; Post-implementation Phase; IT Business Value; Innovation; Firm Performance; Europe

    Enhancing competence development for social inclusion Using the TENCompetence Web tools

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    Louys, A., Hernández-Leo, D., Sligte, H., Pérez-Sanagustín, M., & Schoonenboom, J. (2010). Enhancing competence development for social inclusion Using the TENCompetence Web tools. In D. Griffiths, & R. Koper (Eds.), Rethinking Learning and Employment at a Time of Economic Uncertainty. Proceedings of the 6th TENCompetence Open workshop (pp. 60-72). November, 19-20, 2009, Manchester, UK. Bolton, UK: Institute for Educational Cybernetics, The University of Bolton. For the complete book please see http://hdl.handle.net/1820/3191This paper describes the study of two pilot studies centred on technology-enhanced competence development in lifelong education carried out in the challenging context of the Association of Participants Àgora. The comparison between both pilot studies reinforces the first conclusion drawn from the 1st pilot experience, which puts in evidence that the use of the TENCompetence infrastructure provides significant learning benefits for adult participants with low educational profiles and who are traditionally excluded from the use of innovative learning technologies and the knowledge society. The participants had the opportunity to develop and improve competences related to English language, ICT and Basic Spanish (only 2nd pilot). The tools employed switched from being a Rich client to a Web client also integrating new functionality related to self-assessment, activities organization and resources sharing. The paper introduces the context and the pilot scenario, indicates the evaluation methodology applied and discusses the most significant findings and the comparison of the two pilot studies. The results of the second pilot reinforce the conclusion that TENCompetence provides a relevant solution for competence development in support of social inclusion.The work on this publication has been sponsored by the TENCompetence Integrated Project that is funded by the European Commission's 6th Framework Programme, priority IST/Technology Enhanced Learning. Contract 027087 [http://www.tencompetence.org
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