38 research outputs found

    An experimental study of satisfaction response: Evaluation of online collaborative learning

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    On the one hand, a growing amount of research discusses support for improving online collaborative learning quality, and many indicators are focused to assess its success. On the other hand, thinkLets for designing reputable and valuable collaborative processes have been developed for more than ten years. However, few studies try to apply thinkLets to online collaborative learning. This paper introduces thinkLets to online collaborative learning and experimentally tests its effectiveness with participants' responses on their satisfaction. Yield Shift Theory (YST), a causal theory explaining inner satisfaction, is adopted. In the experiment, 113 students from Universities in Beijing, China are chosen as a sample. They were divided into two groups, collaborating online in a simulated class. Then, YST in student groups under online collaborative learning is validated, a comparison study of online collaborative learning with and without thinkLets is implemented, and the satisfaction response of participants are analyzed. As a result of this comparison, YST is proved applicable in this context, and satisfaction is higher in online collaborative learning with thinkLets

    A Gaming Laboratory to Study Distributed Collaboration Processes.

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    Current events present many examples of situations where a fast and coordinated response is required from many and diverse organizations and stakeholders. Technology-mediated communication and collaboration may be the only option for getting things done in situations like these. There is a real need for research on the kinds of environments and processes that best support fast response on urgent tasks for virtual teams. The paper presents the development and initial test of a gaming laboratory to study such processes. The laboratory is adaptable to different kinds of situations. We discuss the design principles and implementation of the laboratory environment, along with lessons learned from the first experiences with it

    Decision enhancement and business process agility

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    Decision enhancement and business process agility

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    Decision enhancement and business process agility

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    Towards a pattern language for e-participation processes (PL4eP)

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    The role of ICTs in political life and civic participation is now widely accepted and further validated through the massive use of social media, which has led to an increasing expectation of involvement by citizens through what is often termed e-Participation: the use of ICT to enable citizens' participation in the process of central or local governmental decision making. Increased involvement has created the need to consider the design of participatory processes beyond a single event, such as voting, towards more complex situations which may involve a series of events conducted over a period of time. However, e-Participation is a challenging system to put into operation, as there are three major problems inherent to its application: 1) the process, in which the participation process is not a single activity but a series of activities of different types and formats, such as workshops, focus groups or voting, which become more complex as the level of citizen participation increases; 2) the complexity of designing the participation processes requires skills, experience and knowledge which would require governments to hire or train skilled consultants. This would be very expensive and constrained by the availability of the resources; and 3) the difficulty of choosing the appropriate technologies from the wide range available. Choosing appropriate tools, that are both effective and accessible to citizens, will be of crucial importance to any e-Participation scheme. This research seeks to develop a structured approach to designing public participation processes based upon the concept of the pattern language to overcome complexities in the public participation process field, by combining knowledge from pattern languages for e-Business, which concerns itself with mapping from real world problems to ICT solutions, with that of Collaboration Engineering, which concerns the design of collaboration processes.The approach to addressing the above problems is based on that of Design Science Research (DSR), which provides an iterative method of problem solving. In this research, four design cycles were followed to design a PL4eP through five proposed processes of DSR: awareness of problems, suggestion, development, evaluation and conclusion. The pattern language was evaluated by experts and practitioners in the field who found that the language provides a promising design approach that is a beneficial starting point for non-experienced designers to design public participation processes. Thus, the language enables the designers to think about their scope and objectives before engaging in the participation process and shows them the choices available against their objectives through its logical topology, presented in terms of the five steps. The contribution of this research is in recognising the potential complexity of participatory processes and in bringing together aspects of two bodies of work on patterns to propose a new pattern language for designing e-Participation processes, thePL4eP. From its two viewpoints, the conceptual views in terms of layers, and the users' view in terms of the five design steps delivered through a website, the PL4eP contributes to both theory and practice.EThOS - Electronic Theses Online ServiceUniversity of BahrainGBUnited Kingdo

    Transferring Well-Performing Collaborative Work Practices with Parameterized Templates and Guidebooks: Empowering Subject Matter Experts for an Adaptation to Slightly Different Contexts

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    Collaborative work practices (CWPs) package facilitation expertise and have the potential to increase team productivity up to 90%. Collaboration engineers develop CWPs and deploy them to practitioners that execute them. These CWPs, however, are typically customized to conditions of a specific use case. This creates the challenge that changing use case conditions or even small variations across contexts, hinder well-performing CWPs of being applied more often to create a long-term value. Practitioners fail to adapt existing CWPs due to missing collaboration expertise and adaptation guidelines. To address this challenge in collaboration engineering literature, we introduce a) the Subject Matter Expert role; b) the ‘CWP Adaptation Approach’ that formalizes the transfer of CWPs to different contexts with parameterized Templates and Guidebooks. To show a first proof-of-concept, we further inductively generalize from an exemplarily use case with a well-performing CWP in the educational domain
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