32 research outputs found

    Group-centered framework towards a positive design of digital collaboration in global settings

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    Globally distributed groups require collaborative systems to support their work. Besides being able to support the teamwork, these systems also should promote well-being and maximize the human potential that leads to an engaging system and joyful experience. Designing such system is a significant challenge and requires a thorough understanding of group work. We used the field theory as a lens to view the essential aspects of group motivation and then utilized collaboration personas to analyze the elements of group work. We integrated well-being determinants as engagement factors to develop a group-centered framework for digital collaboration in a global setting. Based on the outcomes, we proposed a conceptual framework to design an engaging collaborative system and recommend system values that can be used to evaluate the system furtherComment: 6 Pages, 3 Figures, Positive computing, International Conference on Industrial Enterprise and System Engineerin

    Why Should the Q-Method be Integrated into the Design Science Research? A Systematic Mapping Study

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    The Q-method has been utilized over time in various areas, including information systems. In this study, we used a systematic mapping to illustrate how the Q-method was applied within Information Systems (IS) community and proposing towards integration of Q-method into the Design Sciences Research (DSR) process as a tool for future research DSR-based IS studies. In this mapping study, we collected peer-reviewed journals from Basket-of-Eight journals and the digital library of the Association for Information Systems (AIS). Then we grouped the publications according to the process of DSR, and different variables for preparing Q-method from IS publications. We found that the potential of the Q-methodology can be used to support each main research stage of DSR processes and can serve as the useful tool to evaluate a system in the IS topic of system analysis and design

    Towards a Wellbeing-driven System Design for Intergenerational Collaborative Innovation: A Literature Review

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    Researchers have previously utilized the advantages of a design driven by well-being and intergenerational collaboration (IGC) for successful innovation. Unfortunately, scant information exists regarding barrier dimensions and correlated design solutions in the information systems (IS) domain, which can serve as a starting point for a design oriented toward well-being in an IGC system. Therefore, in this study, we applied the positive computing approach to guide our analysis in a systematic literature review and developed a framework oriented toward well-being for a system with a multi-generational team. Our study contributes to the IS community by providing five dimensions of barriers to IGC and the corresponding well-being determinants for positive system design. In addition, we propose further research directions to close the research gap based on the review outcomes

    Enabling decentral collaborative innovation processes - a web based real time collaboration platform

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    The main goal of this paper is to define a collaborative innovation process as well as a supporting tool. It is motivated through the increasing competition on global markets and the resultant propagation of decentralized projects with a high demand of innovative collaboration in global contexts. It bases on a project accomplished by the author group. A detailed literature review and the action design research methodology of the project led to an enhanced process model for decentral collaborative innovation processes and a basic realization of a browser based real time tool to enable these processes. The initial evaluation in a practical distributed setting has shown that the created tool is a useful way to support collaborative innovation processes.Comment: multikonferenz wirtschaftsinformati

    Positive Computing as Paradigm to Overcome Barriers to Global Co-authoring of Open Educational Resources

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    The adoption of Open Educational Resources (OER) can support collaboration and knowledge sharing. One of the main areas of the usage OER is the internationalization, i.e., the use in a global context. However, the globally distributed co-creation of digital materials is still low. Therefore, we identify essential barriers, in particular for co-authoring of OER in global environments. We use a design science research method to introduce a barrier framework for co-authoring OER in global settings and propose a wellbeing-based system design constructed from the barrier framework for OER co-authoring tool. We describe how positive computing concepts can be used to overcome barriers, emphasizing design that promotes the author’s sense of competence, relatedness, and autonomy

    PEMBUATAN SOAL KUIS INTERAKTIF BERBASIS KAHOOT! DAN QUIZIZZ DI LINGKUNGAN GURU PAUD

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    Abstrak: Pandemi covid-19 mendorong para guru PAUD di Indonesia untuk beralih ke pembelajaran online. Hal tersebut menjadi tantangan untuk dapat mengemas pembelajaran online agar tetap menarik, interaktif dan menyenangkan. Kegiatan pengabdian kepada masyarakat ini bertujuan membantu guru PAUD mengaplikasikan platform Kahoot! dan Quizizz dalam pembuatan soal kuis interaktif berbasis online. Metode yang dilakukan adalah berupa pemberian pelatihan yang meliputi kegiatan ceramah, diskusi, tanya jawab, dan praktik langsung. Adapun hasil kegiatan pengabdian kepada masyarakat yang diikuti oleh 100 guru PAUD Se-Bandung Raya ini meliputi dokumentasi kegiatan, video materi, evaluasi kegiatan, dan soal kuis yang telah dibuat. Sebagai kesimpulan, kegiatan pengabdian kepada masyarakat ini telah menunjukkan bahwa guru PAUD telah mampu mengaplikasikan platform Kahoot! dan Quizizz untuk membuat soal kuis interaktif. Selain itu, hasil kegiatan ini juga menunjukkan bahwa guru PAUD telah mampu mengaplikasikan kedua platform tersebut dalam dua device berbeda: 1) membuat soal kuis menggunakan laptop, dan 2) mengedit soal kuis menggunakan smartphone. Kegiatan pengabdian masyarakat ini memberikan dua kontribusi utama. Pertama, kegiatan pengabdian masyarakat ini menawarkan dua platform berbeda dalam satu pelatihan, sehingga memberikan kesempatan kepada peserta untuk memilih paltform yang paling sesuai dengan karakteristik peserta. Kedua, strategi praktik secara online yang telah diterapkan dalam kegiatan. Abstract: The COVID-19 pandemic has pushed early childhood teachers in Indonesia to switch to online learning. This is a challenge to be able to package online learning to keep it interesting, interactive, and fun. This community service activity aims to help early childhood teachers apply Kahoot! and Quizizz in making online-based interactive quiz questions. The method used is in the form of providing training which includes lectures, discussions, questions and answers, and direct practice. The results of community service activities, which were attended by 100 early childhood teachers throughout Bandung, included activity documentation, material videos, activity evaluations, and quiz questions that had been made. In conclusion, this community service activity has shown that early childhood teachers have been able to apply Kahoot! and Quizizz to create interactive quiz questions. In addition, the results of this activity also show that early childhood teachers have been able to apply the two platforms on two different devices: 1) create quiz questions using a laptop, and 2) edit quiz questions using a smartphone. This community service activity provides two main contributions. First, this community service activity offers two different platforms in one training, thus providing the opportunity for participants to choose the platform that best suits the characteristics of the participants. Second, the online practice strategy that has been applied in this activity can be used as a reference for other researchers

    PELATIHAN DESAIN KUIS HOTS INTERAKTIF DENGAN APLIKASI KAHOOT! DAN QUIZZIZ DI MASA PANDEMI: STUDI KASUS GURU SEKOLAH DASAR GUGUS PANGERAN ANTASARI KOTA BANJARBARU

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    Guna menjaga kearifan lokal, masyarakat Indonesia perlu diedukasi terkait hal tersebut sejak dini melalui jalur pendidikan formal yang interaktif. Namun, pandemi Covid-19 mengubah cara pengajaran guru secara substansial dan membuat sebagian dari mereka tidak dapat mengajar dengan interaktif. Materi yang disampaikan bisa jadi tidak terserap dengan baik. Kegiatan pengabdian pada masyarakat (PPM) ini bertujuan untuk meningkatkan kemampuan pengajaran interaktif guru melalui desain kuis interaktif berbasis Higher Order Thinking Skill (HOTS) dengan aplikasi Kahoot! dan Quizziz. Pada studi kasus ini, kegiatan melibatkan 50 guru Sekolah Dasar Gugus Pangeran Antasari Kota Banjarbaru Kalimantan Selatan dan dilaksanakan secara daring via Zoom pada akhir tahun 2020. Metode yang digunakan antara lain ceramah, diskusi, dan praktek pembuatan kuis. Pada akhir kegiatan, setiap guru diminta untuk membuat satu kuis secara mandiri dan mengisi kuisioner. Berdasarkan kedua data tersebut, dapat disimpulkan bahwa kegiatan berdampak positif bagi para guru; mereka dapat membuat kuis interaktif untuk soal-soal berbasis HOTS menggunakan Kahoot! dan Quizziz. Selain itu, mereka juga merasa kegiatan ini memiliki dampak positif dan mereka sangat berharap adanya kegiatan sejenis dengan materi lanjuta

    Tantangan transformasi digital di perguruan tinggi terkait COVID-19: Studi kasus di Jerman

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    pada dokumen ini, kami memberikan pengertian kami tentang digital transformasi beserta bagian-bagiannya. kami memaparkan langkah yang dilakukan perguruan tinggi di jerman dalam menghadapi COVID-19. kami melakukan kajian literature untuk menentukan sembilan tantangan digital transformasi yang cepat bagi organisasi dan perguruan tinggi secara khususnya dan solusi dengan pendekatan positive computin

    Web Scraping: Pengumpulan Data dengan Python

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    Web scraping adalah penggunaan sebuah sistem/”bot” yang didesain untuk membantu manusia dalam pengumpulan data tertentu pada tumpukan dokumen digital (yang diakses melalui internet). Terdapat tiga aktivitas utama dalam web scraping: 1) mengakses sumber dokument digital, 2) mengekstrak data tertentu dari dokument melalui set instruksi yang diberikan, 3) menyimpan data kedalam format dan struktur tertent
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