296,650 research outputs found
System implementation: managing project and post project stage - case study in an Indonesian company
The research reported in this paper aims to get a better\ud
understanding of how the implementation process of\ud
enterprise systems (ES) can be managed, by studying the\ud
process from an organisational perspective. A review of\ud
the literature on previous research in ES implementation\ud
has been carried out and the state of the art of ES\ud
implementation research is defined. Using several body of\ud
literature, an organisational view on ES implementation is\ud
described, explaining that ES implementation involves\ud
challenges from triple domain, namely technological\ud
challenge, business process related challenge, and\ud
organisational challenge. Based on the defined state of the\ud
art and the organisational view on ES implementation\ud
developed in this research, a research framework is\ud
presented, addressing the project as well as the postproject\ud
stage, and a number of essential issues within the\ud
stages. System alignment, knowledge acquisition, change\ud
mobilisation are the essntial issues to be studied in the\ud
project stage while institutionalisation effort and\ud
continuous improvement facilitation are to be studied in\ud
the post-project stage. Case studies in Indonesian\ud
companies are used to explain the framework
Media Usage in Post-Secondary Education and Implications for Teaching and Learning
The Web 2.0 has permeated academic life. The use of online information
services in post-secondary education has led to dramatic changes in faculty
teaching methods as well as in the learning and study behavior of students. At
the same time, traditional information media, such as textbooks and printed
handouts, still form the basic pillars of teaching and learning. This paper
reports the results of a survey about media usage in teaching and learning
conducted with Western University students and instructors, highlighting trends
in the usage of new and traditional media in higher education by instructors
and students. In addition, the survey comprises part of an international
research program in which 20 universities from 10 countries are currently
participating. Further, the study will hopefully become a part of the ongoing
discussion of practices and policies that purport to advance the effective use
of media in teaching and learning
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Forms and processes of information systems evolution
The way in which software evolves over time has been much studied and is now fairly well-understood. What has been less thoroughly studied are the processes by which information systems – containing software as one component, but also with significant human and organisational aspects – evolve. In many organisations, few information systems are built at all from scratch, but rather are modified from or built on top of existing ones or bolted together from third-party components. In practice, the old division between design, implementation and maintenance has largely disappeared. In this paper, I discuss the nature of IS evolution. I make a distinction between planned (intentional and strategic) evolution, for which we can formulate a clear process; and unplanned (emergent and externally-driven) evolution, where we can simply study the dynamics of the process and be ready for events
Teaching complex theoretical multi-step problems in ICT networking through 3D printing and augmented reality
This paper presents a pilot study rationale and research methodology using a mixed media visualisation (3D printing and Augmented Reality simulation) learning intervention to help students in an ICT degree represent theoretical complex multi-step problems without a corresponding real world physical analog model. This is important because these concepts are difficult to visualise without a corresponding mental model. The proposed intervention uses an augmented reality application programmed with free commercially available tools, tested through an action research methodology, to evaluate the effectiveness of the mixed media visualisation techniques to teach ICT students networking. Specifically, 3D models of network equipment will be placed in a field and then the augmented reality app can be used to observe packet traversal and routing between the different devices as data travels from the source to the destination. Outcomes are expected to be an overall improvement in final skill level for all students
Theoretical models of the role of visualisation in learning formal reasoning
Although there is empirical evidence that visualisation tools can help students to learn formal subjects such as logic, and although particular strategies and conceptual difficulties have been identified, it has so far proved difficult to provide a general model of learning in this context that accounts for these findings in a systematic way. In this paper, four attempts at explaining the relative difficulty of formal concepts and the role of visualisation in this learning process are presented. These explanations draw on several existing theories, including Vygotsky's Zone of Proximal Development, Green's Cognitive Dimensions, the Popper-Campbell model of conjectural learning, and cognitive complexity.
The paper concludes with a comparison of the utility and applicability of the different models. It is also accompanied by a reflexive commentary[0] (linked to this paper as a hypertext) that examines the ways in which theory has been used within these arguments, and which attempts to relate these uses to the wider context of learning technology research
Functional Skills Support Programme: Developing functional skills in science
This booklet is part of "... a series of 11 booklets which helps schools to implement functional skills across the curriculum. The booklets illustrate how functional skills can be applied and developed in different subjects and contexts, supporting achievement at Key Stage 3 and Key Stage 4.
Each booklet contains an introduction to functional skills for subject teachers, three practical planning examples with links to related websites and resources, a process for planning and a list of additional resources to support the teaching and learning of functional skills." - The National Strategies website
PDP4XL2: Personal Development Planning for Cross-Institutional Lifelong Learning. Final Report.
This collaborative project PDP4XL2 built on the strengths and successful outcomes of PDP4Life and took as its principal focus the use of personal development planning and e-portfolios to develop and sustain favourable learner attitudes towards lifelong learning and to understand the role that technology plays in supporting that process. Project objectives included identifying student and employer attitudes to and usage of PDP and e-portfolios in the creative industries and health cares. This final report documents the outcomes of the project
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O que eu ganho com isso? - Aprendendo com o e-Learning [What's in it for me? - Getting Learning from e-Learning]
Learners will only make effective use of e-learning opportunities if they know why it will be of benefit and how it will help them achieve the assessed learning outcomes. Most adopt a form of cost-benefit analysis to decide whether or not a learning activity will aid their progress. Educators must ensure that those decisions are well-grounded by an understanding of the course outcomes. E-Learning is not simply a matter of delivery mechanisms: teachers need to reconsider the nature and circumstances of their learners, their subject and their pedagogic approach in order to transform their teaching and assessment activities to take advantage of the potential offered by e-learning
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