11,127 research outputs found

    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

    New trends in education: the use of ICT in different ways

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    In the 21st century and due to the exponential growth of the Internet and Information and Communication Technologies (ICT), people live in a technological age, in all areas and in all contexts, we have daily contact with technology, with access to Information. This dynamic requires a constant update of the services and technological tools that change the method that we study, work, communicate and socialize on an unprecedented scale. These constant changes force everyone, regardless of age, gender or profession, to possess a range of functional and critical thinking skills, such as information literacy, media literacy and technological literacy. The evolution of technologies, forces the promoters of education, to always be aware of the changes that society is introducing outside the classroom. Today, students don't have the same pattern as before, regardless of age, they are very active and are no longer the same introverted child who studied a few years ago in the classroom. According to this, students are eager for different forms of motivation inside and outside the classroom, they need the learning and teaching process to move along with changes in society and ICT. To ensure the success of today's students, it is important to provide them with the technological skills to make the correct use of ICTs, to perform tasks essential to their learning process, such as researching and selecting information, creating content, information sharing, use of collaboration tools or environment simulation tools. The main objective of this chapter is to show how ICT tools that can be used in educational environments to help students, helping them develop key skills in their training process, is also relevant to show how these tools can help teachers achieve these goals in daily activities with their students

    Case Study: Using Cloudworks for an Open Literature Review

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    This case study is one of a series exploring the ongoing use and development of the Cloudworks site. This case study will focus on an expert elicitation Cloudscape established to support a literature review project led by the University of Exeter and funded by the Higher Education Academy (HEA): "The positioning of educational technologists in enhancing the student experience". We will look in detail at the way the site was utilised by the project teams and other participants in the review, and evaluate the site's effectiveness in supporting this piece of research. We will make recommendations for the development of support resources associated with the site and suggest factors that might impact on the success of similar activities

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

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    Teacher competence development – a European perspective

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    This chapter provides an European perspectives on teacher competence development

    ALT-C 2010 - Conference Proceedings

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    Social Media Interactions and Online Games - Building up New Human Relationships in Danube Region

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    In this paper we are trying to explore possibilities of using online environment,multiplayer gaming culture and social media networks to engage people in the DanubeRegion around social, multi-cultural and environment initiatives. The Danube Region onlinecommunity could become a new cultural phenomena, technology mediated, built on humaninteractions, common interests and cultural heritage which open space for future humancenteredsocial and infrastructural design initiatives. We believe that such social mediaenvironment could also be a research playground where people form Danube Region mayexpress their needs and desires as well as to leave the trace of their behavior, significant forfurther Danube Region development

    Community-based mentoring and innovating through Web 2.0

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    The rise of social software, often termed Web 2.0, has resulted in heightened awareness of the opportunities for creative and innovative approaches to learning that are afforded by network technologies. Social software platforms and social networking technologies have become part of the learning landscape both for those who learn formally within institutions, and for those who learn informally via emergent web-based learning communities. As collaborative online learning becomes a reality, new skills in communication and collaboration are required in order to use new technologies effectively, develop real digital literacy and other 21st century skills
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