29,749 research outputs found

    The Interplay Between Self-Regulated Professional Learning And Teachers’ Work-Practice

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    This paper explores the relationship between practice and learning in the workplace, by focusing on the case of teachers. It is widely acknowledged that (teacher’s) professional learning is heavily informed by practice, and that an individual’s capacity to self-regulate their learning can improve the quality of learning. However less is known about the precise interplay between practice and self-regulated-learning. This paper integrates existing literature in three areas: professional learning, self-regulated learning and teacher professional development, drawing on recent work describing learning behaviors in informal workplace settings and on Teacher Professional Development. The paper develops a hypothesis on how teachers’ work practice stimulates their learning processes and, at the same time, is informed by their capacity to self-regulate their learning

    Exploring Research through Design in Animal-Computer Interaction

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    This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development

    Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.

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    In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software development.video/computer game industry; artifacts; free/open source software; video game console

    Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.

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    In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software developmentvideo/computer game industry; artifacts; free/open source software; video game consoles

    Proximal business intelligence on the semantic web

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    This is the post-print version of this article. The official version can be accessed from the link below - Copyright @ 2010 Springer.Ubiquitous information systems (UBIS) extend current Information System thinking to explicitly differentiate technology between devices and software components with relation to people and process. Adapting business data and management information to support specific user actions in context is an ongoing topic of research. Approaches typically focus on providing mechanisms to improve specific information access and transcoding but not on how the information can be accessed in a mobile, dynamic and ad-hoc manner. Although web ontology has been used to facilitate the loading of data warehouses, less research has been carried out on ontology based mobile reporting. This paper explores how business data can be modeled and accessed using the web ontology language and then re-used to provide the invisibility of pervasive access; uncovering more effective architectural models for adaptive information system strategies of this type. This exploratory work is guided in part by a vision of business intelligence that is highly distributed, mobile and fluid, adapting to sensory understanding of the underlying environment in which it operates. A proof-of concept mobile and ambient data access architecture is developed in order to further test the viability of such an approach. The paper concludes with an ontology engineering framework for systems of this type – named UBIS-ONTO

    Boundary objects, power, and learning: The matter of developing sustainable practice in organizations

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    This article develops an understanding of the agential role of boundary objects in generating and politicizing learning in organizations, as it emerges from the entangled actions of humans and non-humans. We offer two empirical vignettes in which middle managers seek to develop more sustainable ways of working. Informed by Foucault’s writing on power, our work highlights how power relations enable and foreclose the affordances, or possibilities for action, associated with boundary objects. Our data demonstrate how this impacts the learning that emerges as boundary objects are configured and unraveled over time. In so doing, we illustrate how boundary objects are not fixed entities, but are mutable, relational, and politicized in nature. Connecting boundary objects to affordances within a Foucauldian perspective on power offers a more nuanced understanding of how ‘the material’ plays an agential role in consolidating and disrupting understandings in the accomplishment of learning

    The emergence of information systems: a communication-based theory

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    An information system is more than just the information technology; it is the system that emerges from the complex interactions and relationships between the information technology and the organization. However, what impact information technology has on an organization and how organizational structures and organizational change influence information technology remains an open question. We propose a theory to explain how communication structures emerge and adapt to environmental changes. We operationalize the interplay of information technology and organization as language communities whose members use and develop domain-specific languages for communication. Our theory is anchored in the philosophy of language. In developing it as an emergent perspective, we argue that information systems are self-organizing and that control of this ability is disseminated throughout the system itself, to the members of the language community. Information technology influences the dynamics of this adaptation process as a fundamental constraint leading to perturbations for the information system. We demonstrate how this view is separated from the entanglement in practice perspective and show that this understanding has far-reaching consequences for developing, managing, and examining information systems

    Idea Work: A Pragmatic Perspective on Action-Based Creativity and Innovation in Everyday Work

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    Idea work is the process of engaging with ideas in everyday work within task-driven contexts. Anyone who creates, modifies, and uses ideas in the context of everyday work is engaged with idea work. In this paper, we aim to draw attention to how idea work can be used as a fundamental lens to understanding creativity and innovation in organizations. We propose shifting focus from knowledge work to idea work, building on the observation that idea work 1) is distributed across people, artifacts, and environment; 2) is enacted through discursive practices; 3) entails a practical and meaningful engagement with the world; and 4) draws upon and results in embodied artifacts. Backed by a set of action-oriented illustrations of idea work in organizational context, these underpinnings provide insights concerning how creativity and innovation emerge from social interactions between situated people who are collaboratively engaged with embodied artifacts and information systems in the context of everyday work

    Design as communication in micro-strategy — strategic sensemaking and sensegiving mediated through designed artefacts.

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    This paper relates key concepts of strategic cognition in microstrategy to design practice. It considers the potential roles of designers' output in strategic sensemaking and sensegiving. Designed artifacts play well-known roles as communication media; sketches, renderings, models, and prototypes are created to explore and test possibilities and to communicate these options within and outside the design team. This article draws on design and strategy literature to propose that designed artifacts can and do play a role as symbolic communication resources in sensemaking and sensegiving activities that impact strategic decision making and change. Extracts from interviews with three designers serve as illustrative examples. This article is a call for further empirical exploration of such a complex subject
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