73,310 research outputs found

    A short history off-line

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    Emerging technologies for learning report - Article exploring the history of ICT in education and the lessons we can learn from the pas

    A theory-grounded framework of Open Source Software adoption in SMEs

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    This is a post-peer-review, pre-copyedit version of an article published in European Journal of Information Systems. The definitive publisher-authenticated version Macredie, RD and Mijinyawa, K (2011), "A theory-grounded framework of Open Source Software adoption in SMEs", European Journal of Informations Systems, 20(2), 237-250 is available online at: http://www.palgrave-journals.com/ejis/journal/v20/n2/abs/ejis201060a.html.The increasing popularity and use of Open Source Software (OSS) has led to significant interest from research communities and enterprise practitioners, notably in the small business sector where this type of software offers particular benefits given the financial and human capital constraints faced. However, there has been little focus on developing valid frameworks that enable critical evaluation and common understanding of factors influencing OSS adoption. This paper seeks to address this shortcoming by presenting a theory-grounded framework for exploring these factors and explaining their influence on OSS adoption, with the context of study being small- to medium-sized Information Technology (IT) businesses in the U.K. The framework has implications for this type of business – and, we will suggest, more widely – as a frame of reference for understanding, and as tool for evaluating benefits and challenges in, OSS adoption. It also offers researchers a structured way of investigating adoption issues and a base from which to develop models of OSS adoption. The study reported in this paper used the Decomposed Theory of Planned Behaviour (DTPB) as a basis for the research propositions, with the aim of: (i) developing a framework of empirical factors that influence OSS adoption; and (ii) appraising it through case study evaluation with 10 U.K. Small- to medium-sized enterprises in the IT sector. The demonstration of the capabilities of the framework suggests that it is able to provide a reliable explanation of the complex and subjective factors that influence attitudes, subjective norms and control over the use of OSS. The paper further argues that the DTPB proved useful in this research area and that it can provide a variety of situation-specific insights related to factors that influence the adoption of OSS

    Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study

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    This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017–2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of “gamification” dynamics with Lego® Serious Play®. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams.Spanish Ministry of Science, Innovation and Universities / European Social Fund: Ramón y Cajal contract (RYC-2017-22222

    Training Competences in Industrial Risk Prevention with Lego (R) Serious Play (R): A Case Study

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    This paper proposes the use of the Lego (R) Serious Play (R) (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017-2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of "gamification" dynamics with Lego (R) Serious Play (R). In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams

    Interneti võimalused ja ohud: noorte online-praktikate mõju nende subjektiivsele heaolule

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    Väitekirja elektrooniline versioon ei sisalda publikatsioone.Teismelised on ühed kõige aktiivsemad internetikasutajad ja internet moodustab loomuliku osa nende igapäevaelust. Kuna internet on siiski suhteliselt uus meedium, mille kasutust ei raamista väga kindlad normid, kuid mille noored on väga kiirelt ja aktiivselt omaks võtnud, ärgitab see küsima, millist mõju internetikasutus noortele avaldab – kas positiivset või negatiivset. Heaolu kontseptsioonist lähtudes on doktoritöös vaatluse all nii internetikasutuse positiivsed kui ka negatiivsed küljed ning nende mõju noorte elukvaliteedile. Viimane aspekt on eriti oluline, kuna teismeiga on üks olulisemaid arenguperioode. Doktoritöös olid vaatluse all noorte online-praktikad – ühelt poolt blogimine kui positiivne ja teiselt poolt ülemäärane internetikasutus kui problemaatiline praktika – ning see, kuidas ja missugustel tingimustel need suurendavad või vähendavad noore heaolu. Nii meediumi valikut kui kasutust kujundavad laiemad kontekstuaalsed tegurid nagu vanus, sugu ja sotsiaalne keskkond (näiteks suhted pere ja eakaaslastega) ning ühiskondlikud tingimused (kultuuriline tasand), milles inimene elab, aga ka meediumi enda või selle rakenduste omadused. Seega võib järeldada, et just kontekst loob ja määrab internetikasutuse võimalikud positiivsed või negatiivsed tulemid. Internetikasutusel võivad olla erinevad tagajärjed. Näiteks avaldavad noored blogides enamasti tõele vastavat sisu, millega nad kujundavad enda identiteeti ja hoiavad sotsiaalseid suhteid, või mis pakub võimalust pälvida tunnustust eakaaslaste hulgas. Samas jagavad noored blogis enda kohta intiimset infot, millel võivad olla negatiivsed tagajärjed. Ülemäärane internetikasutus on seotud nii psühholoogiliste probleemide, internetis veedetava aja kui ka noore digitaalsete oskustega ja sellega, mida ta online-keskkonnas teeb. Ülemäärane internetikasutus võib olla ühelt poolt toimetulekustrateegia, saamaks üle negatiivsetest emotsioonidest, kuna just noortele ekspertkasutajatele pakub internet mitmesuguseid võimalusi meelelahutuseks ja tujutõstmiseks. Teiselt poolt võib see toimetulekumehhanism avaldada pikemas perspektiivis noore heaolule negatiivset mõju.Teenagers have become the most prominent users of the Internet as they effortlessly incorporate the medium into their everyday lives. Due to the newness of the medium, only partially settled norms surrounding usage, and intensity with which the online space was adopted by the youth, much attention has been paid to dwell upon whether the usage of the Internet by the young people brings along positive or negative outcomes. The concept of well-being is used in the thesis to simultaneously look both at the positive and negative aspects of Internet use and to ask how these phenomena are related to young people’s quality of life. The latter question is especially important as adolescence is the formative period in young people’s development. The thesis looked at online practices – blogging as a positive side, and excessive Internet use as a problematic one – and how and in what condition they increase or decrease the well-being of the young. The findings suggest that both media choice and usage, as well as the well-being of the young Internet users, are framed by larger contextual factors – age and gender of the user; social environment (e.g. family and peer influence) and societal (cultural level) conditions individuals live in; and the structural characteristics of the medium or its applications. Hence, the thesis suggests that it is the context which creates and defines the positivity and negativity of certain outcomes of Internet usage. For instance, adolescent bloggers primarily stay truthful to their offline selves in their blogs, and hence the practice could be seen as a mechanism for maintaining one’s identity and social contacts, but also as an opportunity to seek prestige and competence among the peer group. At the same time, revealing intimate details about one’s life in a blog can also lead to possible negative consequences. Excessive Internet use among the young is related to psychological distress and the time spent online but also to one’s digital skills and the activities one engages in online. Hence, on the one hand, excessive Internet use may be a coping strategy, especially for more expert young users of the medium, as it offers a wide range of opportunities for mood management and entertainment; on the other hand, it may have negative outcomes on one’s well-being in the long run

    The Paradoxical Effects of Blockchain Technology on Social Networking Practices

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    Blockchain technology is a promising, yet not well understood, enabler of large-scale societal and economic change. For instance, blockchain makes it possible for users to securely and profitably share content on social media platforms. In this study, w

    Semantic discovery and reuse of business process patterns

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    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

    Integration of innovative users as source of service innovations

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    In this study we research user integration in the German service industry. Goal is to explore the industrial practice with regard to four dimensions of user integration, i.e., why, whom, how, and how successful the service industry integrates to find novel service ideas. Data is collected from a large-scale survey sent out to 2,905 service companies and posted in various user groups related to service innovations. Drawing from data gathered from 301 respondents in our study, we present explorative findings for each distinct dimension of user integration. To better understand the interrelation of these dimensions, we also create a structural equation model using partial least square for estimation of direction and strength of relationships between those. Results show that service companies like companies from other industries actively pursue the development of radical innovations. We find that service companies do not integrate users by random. Instead a service company's level of importance for radical innovation significantly determines both, choice of users integrated as well as choice of integration instruments deployed. In our study we can also show, that many of the beliefs brought forward by service companies for not integrating users cannot be sustained in the light of our findings. We can demonstrate that user contributions provide true value to those companies integrating the latter, and also that using tools which are considered easy and versatile to apply can still have a significant impact on the attractiveness of user ideas. --
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