21,985 research outputs found

    A cross‐faculty simulation model for authentic learning

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    This paper proposes a cross‐faculty simulation model for authentic learning that bridges the gap between short group‐based simulations within the classroom and longer individual placements in professional working contexts. Dissemination of the model is expected to widen the use of authentic learning approaches in higher education (HE). The model is based on a cross‐faculty project in which UK HE students acted as professional developers to produce prototype educational games for academic clients from other subject areas. Perceptions about the project were obtained from interviews with project participants. The stakeholders believed the cross‐faculty simulation to be a motivating learning experience, whilst identifying possible improvements. To evaluate whether the authenticity of the student–client relationship could be improved, the interview data were compared to four themes for authentic learning described by Rule in 2006. The data supported Rule’s themes, whilst highlighting the added value gained from meta‐awareness of the simulation as a learning opportunity

    Designing a product service system in a social framework: methodological and ethical considerations

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    Macroscopic social and economic changes in the last few years are forcing business companies and public institutions to redefine their approach to social intervention, focusing on local and highly individualised solutions. This change is also calling for a new design approach. The challenge for designers is not only to be able to provide local and highly individualised solutions, but also to propose strategies to transfer and reproduce the solutions, or part of them, into different local contexts, thus creating economy of scope. This would be possible by using forms of codification and modularisation of the most relevant components in local solutions. The code refers to the organisational knowledge included in local components and the way each component interacts with the others. Like software systems, local product-service systems can be built upon a source code. This paper will illustrate how this process was developed in a concrete case. Through this case the authors analyse the possibility to build something similar to a source code for initiatives based on social interaction and investigate the process of construction of such a code Furthermore, the author discuss differences and analogies between design intervention in a social context and in the normal business context. The question of codification suggests a methodological approach for supporting transferability both in the problem space (dealing with complexity) and in the solution space (dealing with contingency). The analysis of differences and similarities between business- and socially-oriented processes suggests a new role for designers and new opportunities for innovation. Keywords: Product Service Systems, Methodology, Design and Morality, Codification, Transferability</p

    ClouNS - A Cloud-native Application Reference Model for Enterprise Architects

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    The capability to operate cloud-native applications can generate enormous business growth and value. But enterprise architects should be aware that cloud-native applications are vulnerable to vendor lock-in. We investigated cloud-native application design principles, public cloud service providers, and industrial cloud standards. All results indicate that most cloud service categories seem to foster vendor lock-in situations which might be especially problematic for enterprise architectures. This might sound disillusioning at first. However, we present a reference model for cloud-native applications that relies only on a small subset of well standardized IaaS services. The reference model can be used for codifying cloud technologies. It can guide technology identification, classification, adoption, research and development processes for cloud-native application and for vendor lock-in aware enterprise architecture engineering methodologies

    E-Learning for Teachers and Trainers : Innovative Practices, Skills and Competences

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    Reproduction is authorised provided the source is acknowledged.Final Published versio

    The European road safety decision support system on risks and measures

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    The European Road Safety Decision Support System (roadsafety-dss.eu) is an innovative system providing the available evidence on a broad range of road risks and possible countermeasures. This paper describes the scientific basis of the DSS. The structure underlying the DSS consists of (1) a taxonomy identifying risk factors and measures and linking them to each other, (2) a repository of studies, and (3) synopses summarizing the effects estimated in the literature for each risk factor and measure, and (4) an economic efficiency evaluation instrument (E3-calculator). The DSS is implemented in a modern web-based tool with a highly ergonomic interface, allowing users to get a quick overview or go deeper into the results of single studies according to their own needs

    XR Technology Deployment in Value Creation

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    With increasing computing power and data transmission performance of information technologies, the application scenarios for Extended Reality (XR) technologies in industries are growing. Despite the ongoing scientific investigation of industrial XR applications for over 25 years, these technologies are still considered emerging. Within this paper, we present an industry- and business-process agnostic approach for classifying the deployment purposes of XR technologies in value creation. We identified two major research streams regarding the role of XR technologies in value creation: (1) the research initiatives focusing on business-process-specific use case analysis and (2) industry-oriented research reviews. This results in limited identification of suitable application scenarios for new use cases and restricted transferability of the existing use case to future deployments. First, we provide a qualitative analysis of the current research streams. Then, in the second step, by abstracting the XR technology from the existing business processes and the industry-specific context, the generic purposes for XR technologies in value creation are identified and defined. The summary of these deployment purposes results in a taxonomy that enables the identification and transfer of potential use cases of XR technologies in value creation

    Towards a Characterisation of Assets and Knowledge Created in Technological Agreements Some Evidence from the Automobile-Robotics Sector

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    This paper tries to bring new insights on the dynamics of inter-firm by focusing on cognitive and organisational dimensions. We consider the knowledge bases created inside the agreement and the characteristics of such knowledge bases (such as tacitness, level of generality, degree of centralisation...). The nature of assets for supporting this creation is also essential for the redeployability of knowledge created. We began by a brief review of some problems encountered by transactions cost economics and present some case studies of agreements between firms in the automobile and robotics sector. After having presented a taxonomy of knowledge and assets involved in such agreements, we bring some new discussion on the exploration/exploitation's dilemma. We argue finally that our taxonomy may be fruitful for a better understanding of the dynamic of firm boudaries by trying to go deeper into the "black box" of agreements.Inter-firm relations, automobile industry, technological agreements

    Implementing a Mobile Social Media Framework for Designing Creative Pedagogies

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    The rise of mobile social media provides unique opportunities for new and creative pedagogies. Pedagogical change requires a catalyst, and we argue that mobile social media can be utilized as such a catalyst. However, the mobile learning literature is dominated by case studies that retrofit traditional pedagogical strategies and pre-existing course activities onto mobile devices and social media. From our experiences of designing and implementing a series of mobile social media projects, the authors have developed a mobile social media framework for creative pedagogies. We illustrate the implementation of our mobile social media framework within the development of a new media minor (an elective set of four courses) that explicitly integrates the unique technical and pedagogical affordances of mobile social media, with a focus upon student-generated content and student-determined learning (heutagogy). We argue that our mobile social media framework is potentially transferable to a range of educational contexts, providing a simple design framework for new pedagogies
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