7,087 research outputs found
Design Research and Domain Representation
While diverse theories about the nature of design research have been proposed, they are rarely considered in relation to one another across the broader disciplinary field. Discussions of design research paradigms have tended to use overarching binary models for understanding differing knowledge frameworks. This paper focuses on an analysis of theories of design research and the use of Web 3 and open content systems to explore the potential of building more relational modes of conceptual representation.
The nature of this project is synthetic, building upon the work of other design theorists and researchers. A number of theoretical frameworks will be discussed and examples of the analysis and modelling of key concepts and information relationships, using concept mapping software, collaborative ontology building systems and semantic wiki technologies will be presented. The potential of building information structures from content relationships that are identified by domain specialists rather than the imposition of formal, top-down, information hierarchies developed by information scientists, will be considered. In particular the opportunity for users to engage with resources through their own knowledge frameworks, rather than through logically rigorous but largely incomprehensible ontological systems, will be explored in relation to building resources for emerging design researchers.
The motivation behind this endeavour is not to create a totalising meta-theory or impose order on the âill structuredâ and âundisciplinedâ, domain of design. Nor is it to use machine intelligence to âsolve design problemsâ. It seeks to create dynamic systems that might help researchers explore design research theories and their various relationships with one another. It is hoped such tools could help novice researchers to better locate their own projects, find reference material, identify knowledge gaps and make new linkages between bodies of knowledge by enabling forms of data-poesis - the freeing of data for different trajectories.
Keywords:
Design research; Design theory; Methodology; Knowledge systems; Semantic web technologies.</p
Matching presentational tools' ontology to part-task demands to foster problem-solving in business economics
Slof, B., Erkens, G., & Kirschner, P. A. (2010, July). Matching representational toolsâ ontology to part-task demands to foster problem-solving in business economics. In K. Gomez, L. Lyons, & J. Radinsky (Eds.), Learning in the Disciplines: Proceedings of the 9th International Conference of the Learning Sciences (ICLS 2010) Volume 2 (pp. 16-18). Chicago IL: International Society of the Learning Sciences.Collaborative problem-solving is often regarded as an effective pedagogical method beneficial for both group
and individual learning. The premise underlying this approach is that through a dynamic process of eliciting
oneâs own knowledge, discussing this with peers, and establishing and refining the groupâs shared
understanding of the knowledge domain, students acquire new knowledge and skills and process them more
deeply (e.g., O'Donnell, Hmelo-Silver, & Erkens, 2006). However, due to its complexity (i.e., diversity in
concepts, principles and procedures, see Miller & VanFossen, 2008) students in business economics encounter
difficulties with acquiring a well-developed understanding of the knowledge domain (e.g., Marangos & Alleys,
2007). When solving problems, students, therefore, rely primarily on surface features such as using objects
referred to in the problem instead of the underlying principles of the knowledge domain, and employ weak
problem-solving strategies such as working via a means-ends strategy towards a solution (e.g., Jonassen &
Ionas, 2008). This hinders students in effectively and efficiently coping with their problem-solving task because
the ease with which a problem can be solved often depends on the quality of the available problem
representations (e.g., Ploetzner, Fehse, Kneser, & Spada, 1999). To this end, it would be beneficial if students
are supported in acquiring and applying suitable representations (e.g., Ainsworth, 2006). Research on concept
mapping (Nesbit & Adesope, 2006; Roth & Roychoudhury, 1993) has shown that the collaborative construction
of external representations (i.e., concept maps) can guide studentsâ collaborative cognitive activities and
beneficially affect learning. Due to its ontology (i.e., objects, relations, and rules for combining them, see Van
Bruggen, Boshuizen, & Kirschner, 2003) a representational tool enables students to co-construct a domainspecific
content scheme fostering studentsâ understanding of the knowledge domain in question. Problemsolving
tasks, however, are usually composed of fundamentally different part-tasks (i.e., problem orientation,
problem solution, solution evaluation), that each requires a different perspective on the knowledge domain and,
thus, another representational tool with a different ontology. To be supportive for problem-solving, the ontology
provided in a representational tool must be matched to the part-task demands and activities of a specific problem
phase. Otherwise, effective problem-solving may be hindered (e.g., Van Bruggen et al.).
The goal of the study presented in this paper is to determine whether an instructional design aimed at
providing ontologically part-task congruent support in the representational tools leads to more successful
problem-solving performance in the field of business economics
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May â 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISCâs Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Investigating information systems with mixed-methods research
Mixed-methods research, which comprises both quantitative and qualitative components, is widely perceived as a means to resolve the inherent limitations of traditional single method designs and is thus expected to yield richer and more holistic findings. Despite such distinctive benefits and continuous advocacy from Information Systems (IS) researchers, the use of mixed-methods approach in the IS field has not been high. This paper discusses some of the key reasons that led to this low application rate of mixed-methods design in the IS field, ranging from misunderstanding the term with multiple-methods research to practical difficulties for design and implementation. Two previous IS studies are used as examples to illustrate the discussion. The paper concludes by recommending that in order to apply mixed-methods design successfully, IS researchers need to plan and consider thoroughly how the quantitative and qualitative components (i.e. from data collection to data analysis to reporting of findings) can be genuinely integrated together and supplement one another, in relation to the predefined research questions and the specific research contexts
The Semantic Automated Discovery and Integration (SADI) Web service Design-Pattern, API and Reference Implementation
Background. 
The complexity and inter-related nature of biological data poses a difficult challenge for data and tool integration. There has been a proliferation of interoperability standards and projects over the past decade, none of which has been widely adopted by the bioinformatics community. Recent attempts have focused on the use of semantics to assist integration, and Semantic Web technologies are being welcomed by this community.

Description. 
SADI – Semantic Automated Discovery and Integration – is a lightweight set of fully standards-compliant Semantic Web service design patterns that simplify the publication of services of the type commonly found in bioinformatics and other scientific domains. Using Semantic Web technologies at every level of the Web services “stack”, SADI services consume and produce instances of OWL Classes following a small number of very straightforward best-practices. In addition, we provide codebases that support these best-practices, and plug-in tools to popular developer and client software that dramatically simplify deployment of services by providers, and the discovery and utilization of those services by their consumers.

Conclusions.
SADI Services are fully compliant with, and utilize only foundational Web standards; are simple to create and maintain for service providers; and can be discovered and utilized in a very intuitive way by biologist end-users. In addition, the SADI design patterns significantly improve the ability of software to automatically discover appropriate services based on user-needs, and automatically chain these into complex analytical workflows. We show that, when resources are exposed through SADI, data compliant with a given ontological model can be automatically gathered, or generated, from these distributed, non-coordinating resources - a behavior we have not observed in any other Semantic system. Finally, we show that, using SADI, data dynamically generated from Web services can be explored in a manner very similar to data housed in static triple-stores, thus facilitating the intersection of Web services and Semantic Web technologies
Bletchley Park text: using mobile and semantic web technologies to support the post-visit use of online museum resources
A number of technologies have been developed to support the museum visitor, with the aim of making their visit more educationally rewarding and/or entertaining. Examples include PDA-based personalized tour guides and virtual reality representations of cultural objects or scenes. Rather than supporting the actual visit, we decided to employ technology to support the post-visitor, that is, encourage follow-up activities among recent visitors to a museum. This allowed us to use the technology in a way that would not detract from the existing curated experience and allow the museum to provide access to additional heritage resources that cannot be presented during the physical visit. Within our application, called Bletchley Park Text, visitors express their interests by sending text (SMS) messages containing suggested keywords using their own mobile phone. The semantic description of the archive of resources is then used to retrieve and organize a collection of content into a personalized web site for use when they get home. Organization of the collection occurs both bottom-up from the semantic description of each item in the collection, and also top-down according to a formal representation of the overall museum story. In designing the interface we aimed to support exploration across the content archive rather than just the search and retrieval of specific resources. The service was developed for the Bletchley Park museum and has since been launched for use by all visitors
Designing Digital Work
Combining theory, methodology and tools, this open access book illustrates how to guide innovation in todayâs digitized business environment. Highlighting the importance of human knowledge and experience in implementing business processes, the authors take a conceptual perspective to explore the challenges and issues currently facing organizations. Subsequent chapters put these concepts into practice, discussing instruments that can be used to support the articulation and alignment of knowledge within work processes. A timely and comprehensive set of tools and case studies, this book is essential reading for those researching innovation and digitization, organization and business strategy
Visualizing internetworked argumentation
In this chapter, we outline a project which traces its source of inspiration back to the grand visions of Vannevar Bush (scholarly trails of linked concepts), Doug Engelbart (highly interactive intellectual tools, particularly for argumentation), and Ted Nelson (large scale internet publishing with recognised intellectual property). In essence, we are tackling the age-old question of how to organise distributed, collective knowledge. Specifically, we pose the following question as a foil:
In 2010, will scholarly knowledge still be published solely in prose, or can we imagine a complementary infrastructure that is ânativeâ to the emerging semantic, collaborative web, enabling more effective dissemination and analysis of ideas
Engineering affect: emotion regulation, the internet, and the techno-social niche
Philosophical work exploring the relation between cognition and the Internet is now an active area of research. Some adopt an externalist framework, arguing that the Internet should be seen as environmental scaffolding that drives and shapes cognition. However, despite growing interest in this topic, little attention has been paid to how the Internet influences our affective life â our moods, emotions, and our ability to regulate these and other feeling states. We argue that the Internet scaffolds not only cognition but also affect. Using various case studies, we consider some ways that we are increasingly dependent on our Internet-enabled âtechno-social nichesâ to regulate the contours of our own affective life and participate in the affective lives of others. We argue further that, unlike many of the other environmental resources we use to regulate affect, the Internet has distinct properties that introduce new dimensions of complexity to these regulative processes. First, it is radically social in a way many of these other resources are not. Second, it is a radically distributed and decentralized resource; no one individual or agent is responsible for the Internetâs content or its affective impact on users. Accordingly, while the Internet can profoundly augment and enrich our affective life and deepen our connection with others, there is also a distinctive kind of affective precarity built into our online endeavors as well
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