167,668 research outputs found
Issues in the relationship between technology and practice
The paper explores some of the key themes and discussion points that were aired at the Association of Learning Technology conference in 2004. It discusses the findings of several of the keynote speakers and presenters within the context of the relationship between technology, practice and innovation. It references the papers presented in the technology infrastructure and new technology strands of the conference to examine whether educational technology currently has an appropriate balance between innovation and good practice. It then presents a case study of application in practice through some of the development activities that a national funding body, the JISC, has put into place. Finally, it draws conclusions about how well the learning technology community is achieving appropriate balance between innovation and technology
Outlaw Community Innovations
Recent studies of outlaw communities provide qualitative evidence of their existence and the organisation of the underlying innovation processes. We provide descriptive results from a large scale survey of two online outlaw communities focussing on Microsoft's XBox. In line with previous findings, we identify two types of participants in outlaw communities - user innovators and adopters. Based on 2,256 responses, we find that users modify their XBox mainly to be able to increase the set of available functions of their XBox. Users are also motivated to modify their XBox for the sake of having fun and to conduct pirate behaviour. Finally, the results from our survey suggest that user innovators are largely intrinsically motivated by fun and the intellectual stimulation of writing code for homebrew software
New Models of Technology Assessment for Development
This report explores the role that ânew modelsâ of
technology assessment can play in improving the lives of
poor and vulnerable populations in the developing world.
The ânew modelsâ addressed here combine citizen and
decision-maker participation with technical expertise. They
are virtual and networked rather than being based in a
single office of technology assessment (as was the case in
the United States in the 1970s-90s). They are flexible
enough to address issues across disciplines and are
increasingly transnational or global in their reach and
scope. The report argues that these new models of
technology assessment can make a vital contribution to
informing policies and strategies around innovation,
particularly in developing regions. They are most beneficial
if they enable the broadening out of inputs to technology
assessment, and the opening up of political debate around
possible directions of technological change and their
interactions with social and environmental systems.
Beyond the process of technology assessment itself, the
report argues that governance systems within which these
processes are embedded play an important role in
determining the impact and effectiveness of technology
assessment. Finally, the report argues for training and
capacity-building in technology assessment
methodologies in developing countries, and support for
internationally co-ordinated technology assessment
efforts to address global and regional development
challenges
Living lab approach for developing massmarket IoT products and services
Internet of Things (IoT) has emerged as a central concept in both the industrial as in the academic world. In this context, Living Lab research has been shown as an effective means for the design, implementation, development, testing and validation of Internet of Things systemâs pervasiveness. However, IoT products are not yet designed based on the needs of a larger, non-technical group of end-users. Therefore, in this paper we describe the AllThingsTalk Living Lab research track in which tangible end-user products are defined to be implemented on an online IoT platform. More specifically, by using both qualitative and quantitative methodologies (i.e., desk research, online survey, probe research and co-creation) and by selecting different types of users (i.e., based on Rogersâ adoption profiles) for these interaction moments, we were able to combine the input of these users to define tangible products that meet the needs of a heterogeneous group of end-users
Innovation and Collective Entrepreneurship
This paper examines different forms of innovation including social innovation, and why innovation and social innovation have become important themes in public policy in a context of the increasing and diverse demands on welfare regimes, and in an era of constrained budgets. It will review different perspectives on innovation and social innovation and the dynamic interaction through collective entrepreneurship in the social and solidarity economy; bringing out process and outcome dimensions of innovation. And it will develop an understanding of the drivers and barriers to innovation, including the role of the institutional and policy framework. It will set this analysis within the context of public policy, demonstrating their role in enabling such innovations in the social and solidarity economy
Accounting for knowledge embedded in physical objects and environments : the role of artefacts in transferring knowledge
The intention to investigate the role of artefacts (objects and environments) in codifying, embedding and disseminating knowledge was inspired by an awareness that organisations across all sectors are increasingly being asked not only to provide products in the first instance, but also to support them throughout their service life. Thus a move from product-delivery to product-service designs is suggested. This paper considers ways in which knowledge can be embedded into the physical properties of artefacts and how this can consequently aid the dissemination and management of knowledge in and across stages of life cycles. A literature review and fieldwork based on an ethnomethodological approach are used to investigate this topic. Accounts of the situated meaning of artefacts within social processes are obtained using ethnographic armchair research. Unique adequacy is used to achieve an understanding of how people make sense of artefacts. The initial findings of the current research show that knowledge can be embedded or encoded into the physical properties of artefacts and that this can be successfully transferred from artefact to user
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Quality Frameworks for MOOCs
The hype surrounding MOOCs has been tempered by scepticism about the quality of MOOCs. The possible flaws of MOOCs include the quality of the pedagogies employed, low completion rates and a failure to deliver on the promise of inclusive and equitable quality education for all. On the other hand, MOOCs that have given a boost to open and online education have become a symbol of a larger modernisation agenda for universities, and are perceived as tools for universities to improve the quality of blended and online educationâboth in degree education and Continuous Professional Development. MOOC provision is also much more open to external scrutiny as part of a stronger globalising higher education market. This has important consequences for quality frameworks and quality processes that go beyond the individual MOOC. In this context, different quality approaches are discussed including possible measures at different levels and the tension between product and process models. Two case studies are described: one at the institutional level (The Open University) and one at a MOOC platform level (FutureLearn) and how they intertwine is discussed. The importance of a national or international quality framework which carries with it a certification or label is illustrated with the OpenupEd Quality label. Both the label itself and its practical use are described in detail. The examples will illustrate that MOOCs require quality assurance processes tailored to e-learning and open education, embedded in institutional frameworks. The increasing unbundling of educational services may require additional quality processes
Digital transformation in the arts : a case study
This paper considers the interaction between digital technology and cultural organisations and the
challenges and opportunities this presents for practice and for policy. The paper is based on one of
eight 'digital R&D' projects supported by NESTA, Arts Council England and the AHRC, designed to
analyse the effects of digital innovation in UK arts organisations.
The paper focuses on a series of residencies in three UK arts organisations. The research aims to
identify the cultural conditions which support or prevent short-term digital innovation becoming
'embedded' in the ongoing practice of a cultural organisation. The paper considers differing practices,
attitudes and expectations between creative technologists and arts organisations. These differing
'cultures of innovation' may help us to understand why digital innovations often fail to move beyond
temporary and pragmatic problem-solving towards more challenging, transformational effects on
organisational strategy and culture
Outlaw Community Innovations
Recent studies of outlaw communities provide qualitative evidence of their existence and the organisation of the underlying innovation processes. We provide descriptive results from a large scale survey of two online outlaw communities focussing on Microsoft's XBox. In line with previous findings, we identify two types of participants in outlaw communities - user innovators and adopters. Based on 2,256 responses, we find that users modify their XBox mainly to be able to increase the set of available functions of their XBox. Users are also motivated to modify their XBox for the sake of having fun and to conduct pirate behaviour. Finally, the results from our survey suggest that user innovators are largely intrinsically motivated by fun and the intellectual stimulation of writing code for homebrew software.Outlaw community innovation; video game consoles; homebrew software
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