10,039 research outputs found

    Cross-Domain Employability Related to E-Business in Printing Industry

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    The study aims at introducing the cross-domain employability of Electronic Business (E-Business) that the printing industry professionals should have in Taiwan. The pilot study aims at confirming and developing a questionnaire based on indicator of employability on E-Business in Printing Industry. Secondly, designing Analytical Hierarchy Process (AHP) questionnaire and builds its weight. The study presents the cross-domain employability indicators related to E-Business. The contribution can benefit the printing industry when recruiting human resources, and to serve as reference for the printing related departments in higher education

    An introduction to learning technology in tertiary education in the UK.

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    Contents: 1. The Learning Technology Arena 2. The Learning Technology Community 3. Learning Technology Tools 4. Key issues and developments in the Learning Technology Field 5. Implementing Learning Technologies 6. Further Resource

    Designing for Ballet Classes: Identifying and Mitigating Communication Challenges Between Dancers and Teachers

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    Dancer-teacher communication in a ballet class can be challenging: ballet is one of the most complex forms of movements, and learning happens through multi-faceted interactions with studio tools (mirror, barre, and floor) and the teacher. We conducted an interview-based qualitative study with seven ballet teachers and six dancers followed by an open-coded analysis to explore the communication challenges that arise while teaching and learning in the ballet studio. We identified key communication issues, including adapting to multi-level dancer expertise, transmitting and realigning development goals, providing personalized corrections and feedback, maintaining the state of flow, and communicating how to properly use tools in the environment. We discuss design implications for crafting technological interventions aimed at mitigating these communication challenges

    Digital storytelling and Co-creative Media: The role of community arts and media in propagating and coordinating population-wide creative practice

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    How is creative expression and communication extended among whole populations? What is the social and cultural value of this activity? What roles do formal agencies, community-based organisations and content producer networks play? Specifically, how do participatory media and arts projects and networks contribute to building this capacity in the contemporary communications environment

    Improving education through implementation of information technologies into the educational process

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    The ways of improving the educational space through the introduction of information technologies into the educational process are clarified and the decisive factors of the qualitative application of information technologies in the educational process are singled out. The main professional tasks of using information technologies in the educational process are listed, and the positive factors of information technologies that contribute to increasing the effectiveness of student education are highlighted. The main ways of qualitative informatization of education are shown. The didactic possibilities of ways to improve education through the introduction of information technologies into the educational process are highlighted. Groups of conditions for the effective use of information technologies for the improvement of the educational space are defined. The advantages of using information technologies to improve the educational space, which are manifested in the content, organizational, and functional aspects of the learning process, are emphasized. Features of virtual reality and augmented reality are shown. The necessity of distance education and multimedia technologies in the process of professional training of competitive specialists in institutions of higher education is proven and the principles that are effective when using multimedia in educational classes are described

    Interactive Newsprint: The Future of Newspapers? Printed electronics meets hyperlocal and community co-design

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    The news industry is currently in a well-documented state of flux, with publishers from across the developed world examining new business models, reinterpreting existing relationships between their income streams and readers, while maintaining their ability to generate editorial output that is relevant and interesting to the communities they cover. Interactive Newsprint seeks to add a new and revolutionary dimension to this media evolution by asking: can printed electronics and internet-enabled paper (technologies that utilise standard paper and printing processes and through conductive ink and battery power offer capacitive touch interactions similar to smartphones and tablets) create a new way of transmitting community-based news and information? Utilising co-design techniques and practices, the project seeks to produce community- relevant hyperlocal text and audio content and place it on a centuries-old platform: the newspaper. As a result of the paper's internet connectivity, the project is also examining potential benefits of transplanting some online features such as analytic data on user interactions. Led by the School of Journalism, Media and Communication (JoMeC) at the University of Central Lancashire (UCLan), the 18-month, EPRSC-funded project is therefore examining the potential for community co-design and printed electronics to transform paper- based news and information for the 21st Century, along with revenue and data generation that is unique to digital formats such as websites, social networks, smartphones and tablets. Building on work carried out on the EPSRC-funded Bespoke project, researchers from UCLan, University of Dundee, University of Surrey and commercial printed electronics firm Novalia are prototyping a series of paper-based community news platforms that are populated by content produced by community reporters and generated through an iterative co-design process. This paper will outline the methodology, technological potential of interactive newsprint and how the project is looking to embed analytic data into traditional printed-paper formats. It will also focus on how members of the Preston community are shaping both the news and platform over the 18-month process. As the project is mid-way through, the paper will present an overview of the project to date, outline the design methodology and describe and demonstrate the early-stage prototypes. The paper will also hint at new editorial construction practices as community and professional reporters all contribute to the hyperlocally-themed editorial output. The authors will present a discussion of the theoretical framework that underpins the project as a whole. In addition to the practical illustrations, the paper will outline the authors' initial thoughts on how interactive newsprint – through its internet connectivity and potential for data transfer – could revolutionise editorial and advertorial relationships

    Social Talent Scouting: A New Opportunity for the Identification of Football Players?

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    AbstractThis paper investigates the diffusion of digital technologies within the football talent scouting process. A qualitative exploration based on open discussions and unstructured interviews with professionals involved in the football system (coaches, scouts, players' agents, etc.) provides insights about how new technologies are used for recruiting athletes. The findings, which are mainly in the context of Italian football, indicate a cultural and generational gap in the use of new digital tools that creates a mismatch between young promising athletes (demand side) and "senior" team professionals (supply side)

    Dynamic cities and creative clusters

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    The author focuses on how urban policies and the clustering of creative industries has influenced urban outcomes. The set of creative industries include those with output protectable under some form of intellectual property law. More specifically, this sub-sector encompasses software, multimedia, video games, industrial design, fashion, publishing, and research and development. The cities that form the basis for the empirical investigations are those where policy-induced transitions have been most evident, including Boston; San Francisco; San Diego; Seattle; Austin; Washington, D.C.; Dublin (Ireland); Hong Kong (China); and Bangalore (India). The key research questions are: 1) What types of cities are creative? 2) What locational factors are essential? 3) What are the common urban policy initiatives used by creative cities? The author explores the importance of the external environment for innovation and places it in the larger context of national innovation systems. Based on a study of development in Boston and San Diego, he isolates the factors and policies that have contributed to the local clustering of particular creative industries. In both cities, universities have played a major role in catalyzing the local economy by generating cutting-edge research findings, proactively collaborating with industries, and supplying the needed human capital. In addition, these two cities benefited from the existence of anchor firms and active industry associations that promoted fruitful university-industry links. Many cities in East Asia are aspiring to become the creative hubs of the region. But their investments tend to be heavily biased toward infrastructure provision. Although this is necessary, the heavy emphasis on hardware can lead to underinvestment in developing the talents and skills needed for the emergence of creative industries in these cities.Public Health Promotion,ICT Policy and Strategies,Health Monitoring&Evaluation,Decentralization,Agricultural Knowledge&Information Systems,ICT Policy and Strategies,Health Monitoring&Evaluation,Agricultural Knowledge&Information Systems,Educational Technology and Distance Education,Agricultural Research

    Spatial Aided Decision-making System for E-Government

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    EVALUATING MICROLEARNING STRATEGIES IN THE CORPORATE ENVIRONMENT: A COMPARATIVE MIXED METHODS STUDY USING THE KIRKPATRICK MODEL

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    Corporate training and development, despite their significance as primary learning strategies for adults, have received limited research attention. This study addresses this gap by evaluating and comparing the effectiveness of video-based and digital job aid procedural-based microlearning in a corporate setting, utilizing most of the Kirkpatrick Model: learner satisfaction, knowledge retention, and behavior change. Employing a mixed methods approach to gain a comprehensive understanding of microlearning’s application and potential for improving business outcomes, the study incorporates pre- and post-tests, participant interviews, and self-reported questionnaires. Thirty participants completed the study, with equal representation (15 participants each) for both modalities, and interviews were conducted with 10 participants from each group. The results reveal that the type of microlearning treatment does not significantly impact knowledge retention, while the time elapsed since learning does influence retention. Additionally, the modality of the microlearning treatment may impact behavior change, although further investigations are necessary to examine the role of bias related to treatment preference and individual roles. Further findings indicate that participants favored a mixed modality microlearning approach for corporate training needs, involving initial training through videos and follow-up reference material through job aids. Furthermore, participants preferred knowledge evaluation methods such as quizzes or application-based assessments to apply and evaluate their understanding of the content. Future research should explore the impact of microlearning strategies on Key Performance Indicators (KPIs) in a business context, as well as the relationship between application-based training and knowledge transfer. Additionally, investigating the influence of peers and supervisors on behavioral change, as well as the impact of content management on cognitive load, would be valuable. Ultimately, this research seeks to bridge the gap between educational theory and practical implementation for instructional or learning designers and training, development, and/or enablement leaders, empowering them to make informed decisions regarding business practices and learning modalities
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