16 research outputs found

    The student-produced electronic portfolio in craft education

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    The authors studied primary school students’ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe

    Knowledge and Management Models for Sustainable Growth

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    In the last years sustainability has become a topic of global concern and a key issue in the strategic agenda of both business organizations and public authorities and organisations. Significant changes in business landscape, the emergence of new technology, including social media, the pressure of new social concerns, have called into question established conceptualizations of competitiveness, wealth creation and growth. New and unaddressed set of issues regarding how private and public organisations manage and invest their resources to create sustainable value have brought to light. In particular the increasing focus on environmental and social themes has suggested new dimensions to be taken into account in the value creation dynamics, both at organisations and communities level. For companies the need of integrating corporate social and environmental responsibility issues into strategy and daily business operations, pose profound challenges, which, in turn, involve numerous processes and complex decisions influenced by many stakeholders. Facing these challenges calls for the creation, use and exploitation of new knowledge as well as the development of proper management models, approaches and tools aimed to contribute to the development and realization of environmentally and socially sustainable business strategies and practices

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 2: Living, Making, Value

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 2 includes papers from Living, Making and Value tracks of the conference

    Twitter and society

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    Learning Together: Students And Community Groups Co-Designing For Carbon Reduction In The London Borough Of Camden

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    In 2012, the London Borough of Camden (Camden Council) identified 30 ‘Green Zones’ – local neighborhoods, including Kings Cross where Central Saint Martins College of Arts and Design (CSM) is located, that are characterized by the presence of community champions and/or community groups that are committed to delivering behavioral change that supports more sustainable ways of living within their neighborhoods. This paper reflects on how the University of the Arts London (UAL) DESIS Lab, working in partnership with the London Borough of Camden’s Sustainability Team, supported students from CSM’s BA Product Design and MA Applied Imagination courses to collaborate with local residents to design new ways to change behaviors to reduce carbon emissions. Reflection on the practice of delivering the project confirms some of our previous understandings about the best way to deliver student design projects that address societal challenges working with community groups. It also highlights further challenges that need to be addressed when seeking to deliver similar DESIS projects in the future. Finally, we consider the implications of these findings for design practice, design education and policy makers

    Electronic word-of-mouth in online brand communities: drivers and outcomes

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    Current study advances the understanding of electronic word-of-mouth (eWOM) in the context of online brand communities (OBC) embedded in social media. The focal concept of this thesis is OBCeWOM, which represents a behavioural manifestation of OBC engagement – a growing stream of research in the brand community literature. By connecting the two key streams of research on online consumer-to-consumer and consumer-brand interactions, the current thesis addresses the nature, drivers and outcomes of OBCeWOM in the social media setting. The study follows a sequential mixed-methods research design, where the data was first collected via 22 semi-structured interviews, followed by a survey of 652 members of social media-based OBCs. The research was divided into three studies in line with the stated research questions. Consistent with the RQ2 and RQ3, Study 1 utilised semi-structured interviews to identify the key motivations for and outcomes of OBCeWOM in the social media setting which were consequently included in the finalised conceptual framework. Following this, Study 2 relied on interview and survey data to answer the RQ1 by clarifying the dimensionality of and developing a new measurement scale for OBCeWOM. Finally, Study 3 utilised the survey data to confirm the relationships hypothesised in the conceptual model and answer the RQ2 and RQ3. Findings of this thesis confirm the multi-dimensional nature of OBCeWOM, consisting of reading, posting and sharing components and offer a new reliable measurement for eWOM in the OBC context. Results of the study further identify four key motivations of OBCeWOM in the social media setting, including getting assistance from the brand, social interaction, social expression of opinions and expressing positive emotions. Concurrently, self-expression motivation has a negative effect on OBCeWOM. Finally, this thesis confirms the role of OBCeWOM in brand trust, brand loyalty, and oppositional brand loyalty. Current research offers several theoretical, methodological and managerial implications

    The Object of Platform Studies: Relational Materialities and the Social Platform (the case of the Nintendo Wii)

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    Racing the Beam: The Atari Video Computer System,by Ian Bogost and Nick Montfort, inaugurated thePlatform Studies series at MIT Press in 2009.We’ve coauthored a new book in the series, Codename: Revolution: the Nintendo Wii Video Game Console. Platform studies is a quintessentially Digital Humanities approach, since it’s explicitly focused on the interrelationship of computing and cultural expression. According to the series preface, the goal of platform studies is “to consider the lowest level of computing systems and to understand how these systems relate to culture and creativity.”In practice, this involves paying close attentionto specific hardware and software interactions--to the vertical relationships between a platform’s multilayered materialities (Hayles; Kirschenbaum),from transistors to code to cultural reception. Any given act of platform-studies analysis may focus for example on the relationship between the chipset and the OS, or between the graphics processor and display parameters or game developers’ designs.In computing terms, platform is an abstraction(Bogost and Montfort), a pragmatic frame placed around whatever hardware-and-software configuration is required in order to build or run certain specificapplications (including creative works). The object of platform studies is thus a shifting series of possibility spaces, any number of dynamic thresholds between discrete levels of a system

    Bowdoin Orient v.137, no.1-25 (2007-2008)

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    https://digitalcommons.bowdoin.edu/bowdoinorient-2000s/1008/thumbnail.jp
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