44 research outputs found

    Gathering Momentum: Evaluation of a Mobile Learning Initiative

    Get PDF

    Semantic discovery and reuse of business process patterns

    Get PDF
    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Theorising the design-reality gap in ICTD: matters of care in mobile learning for Kenyan community health workers

    Get PDF
    This thesis examines the sociomaterial relations of “design practice” in order to advance new perspectives on success and failure in Information and Communication Technology for Development (ICTD). I conduct an ethnographic case study of an academic research intervention and update the widely-cited theory of design-reality gaps (Heeks, 2002). Using methods from classic actor-network theory and post-structural material-semiotic tools, the analysis: 1) disentangles the entwined sociomaterial practices around design, production, and use of technology; and 2) integrates these insights into more elaborate conceptualisations of gaps, sustainability, scalability, and project failure. In doing so, my study answers the research question: What are the sociomaterial relations of “design practice” in a globally-distributed, multi-stakeholder, and technologicallymediated ICTD project for poverty alleviation? My research narrative describes how an array of humans and non-humans participated as designers in a transnational, interdisciplinary Participatory Action Research project to train Kenyan health workers using mobile phones. At least six different patterns of sociomaterial relations operated through a given set of people and things, enacting the material-discursive apparatuses (Barad, 1998) of educational research, healthcare, the market, the state, and the local community. I assert that in this Participatory Action Research project for mobile learning, the design-reality gap was not so much a matter of geographic or socio-cultural divides, but was instead constituted as fluid space (Mol, 2002) separating the educational researchers’ designerly practices from the multiplicity of ways in which health workers, mobile phones, and other actors lived in relation to one another. I conclude that these ontological politics enacted design as an empirical matter of care – an affective and morally-charged sociomaterial practice with an ethico-political commitment to the marginalised (Puig de la Bellacasa, 2011). I therefore present a conceptual model of success and failure in participatory ICTD projects that explicitly incorporates the affective and material dimensions of care, and conceptualises social justice – not solely in terms of universal claims or global standards – but as embodied, sociomaterial enactments

    Students' orchestration of groupwork and the role of technology

    Get PDF

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

    Get PDF

    Networked Learning 2020:Proceedings for the Twelfth International Conference on Networked Learning

    Get PDF

    Enhancing pharmaceutical innovation through the use of knowledge management

    Get PDF
    Pharmaceuticailn novation is a complex task that is reliant upon the availability of relevant information and knowledge. To date, the aspects of how, when and where this information and knowledge is applied throughout the drug development processes, has been lightly researched. Furthermore, the science of Knowledge Management can potentially aid the drug development processes and allow an organisation to reduce the time and costs associated with innovative drug development. This thesis examines these issues in greater depth through a series of case studies conducted within the innovative pharmaceutical organisation AstraZeneca. The end result of this research is a Knowledge Management tool set which is capable of driving pharmaceutical innovation. The thesis firstly explores the literature associated with innovation, pharmaceutical innovation, Knowledge Management and Intellectual Capital. The second aspect of the research used the literature review to develop a novel research framework with which to examine pharmaceutical innovation in greater detail. The third stage of the research utilised the results of the previous stages to develop a novel Innovation and Knowledge Management focused model. The fourth stage of this research utilised the research findings to develop a Knowledge Management tool set that can be used to drive innovation. This tool set is comprised of three distinct levels of functionality, namely: the social and collaborative level, the information assimilation and dissemination level and a level that encourages the capture of knowledge. The final stage of the research concludes with a discussion on evaluating Knowledge Management and its use in driving pharmaceutical innovation.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Audiencing Strategies and Student Collaboration in Digitally-mediated Genres of Writing in English

    Get PDF
    This thesis presents an investigation into the experience of ESL Higher Education young writers when composing three online genres: academic text, diary texts, and blog texts. Central to this investigation is the authenticity of audience and directing texts to ‘real’ readers. Hence, technological tools are utilised in order to approximate such experience of writing for real readers. A qualitative case study was employed over three months of an academic semester at an Omani Higher Education College. Two cases participated in the study of overall 17 students across both cases: 5 males and 12 females and 10 students in case 1 and 7 students in case 2. To attain an in-depth understanding of the cases; different tools of data collection were deployed, including: interviews, classroom observation, reflective diary for recording student perceptions and experiences, and three forms of written texts were collected from the participating students: academic essay, diary, and blog. Thus the reflective diary was both a genre of writing and a data collection method. The study findings highlight that having only a teacher as an ‘audience’ restricted students’ attempts to focus on content, and most of this focus was given to shaping texts in accordance with student perceptions of teacher approved organisation and representation of text. Whereas blogging provided an opportunity to think of a wider range of readers and therefore a greater tendency to author personally selected texts. Also, diary was mostly associated with teacher-audience; though some writers enjoyed writing diary for personal use, the fact that these diary texts vary in accordance with these different understandings of audience offers further credence to claims about the role of real and assumed readers in shaping texts. The significance of the current study is that it offers practical and pedagogical thinking for teaching writing in ESL exploiting the affordances of technology in teaching process writing. It suggests that varying both audience and genres in relation to classroom writing tasks can have benefits for student writers in terms of their understanding of audience, their shaping of text for an audience and increased investment in the content of what they write. It offers insights into problems and issues felt by young writers that are usually unknown to the teachers. Based on those insights, differing issues such as collaboration, process writing and grading are re-evaluated.Ministry of Higher Education (Oman

    Socio–Technical Software Engineering: a Quality–Architecture–Process Perspective

    Get PDF
    This dissertation provides a model, which focuses on Quality, Architecture, and Process aspects, to manage software development lifecycles in a sustainable way. Here, with sustainability is meant a context-aware approach to IT, which considers all relevant socio-technical units of analysis. Both social (e.g., at the level of the stakeholders community, organization, team, individual) and technical (e.g., technological environments coding standards, language) dimensions play a key role to develop IT systems which respond to contingent needs and may implement future requirements in a flexible manner. We used different research methods and analyzed the problem from several perspectives, in a pragmatic way, to deliver useful insights both to the research and practitioners communities. The Software Quality, Architecture, and Process (SQuAP) model, highlights the key critical factors to develop systems in a sustainable ways. The model was firstly induced and then deduced from a longitudinal research of the financial sector. To support the model, SQuAP-ont, an OWL ontology was develop as a managerial and assessment tool. A real-world case study within a mission-critical environment shows how these dimensions are critical for the development of IT applications. Relevant IT managers concerns were also covered with reference to software reuse and contracting problems. Finally, a long-term contribution for the educational community presents actionable teaching styles and models to train future professionals to act in a Cooperative Thinking fashion
    corecore