119 research outputs found

    PLEs from virtual ethnography of social web

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    This article presents an exploratory research based on the virtual ethnography from an environment of research and learning including new technologies. The ethnography is a method of qualitative research of social sciences that is mainly used in the socio-cultural anthropology, where it has its theoretical basis. The target was to explore the web 2.0 and its tools. The process of participant observation is by means of a blog, other tools and virtual communities. The result is a descriptive model of the web 2.0 based on a Personal Learning Environment which developed in the ethnographic experience.Postprint (published version

    Guess the score, fostering collective intelligence in the class

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    This paper proposes the use of serious games as a tool to enhance collective intelligence of undergraduate and graduate students. The development of social skills of individuals in a group is related to the performance of the collective intelligence of the group manifested through the shared and collaborative development of intellectual tasks [1]. Guess the Score GS, is a serious game implemented by means of an online tool, created to foster the development, collaboration and engagement of students. It's has been designed with the intention of facilitating the development of individual’s social skills in a group in order to promote education of collective intelligence. This paper concludes that the design of learning activities using serious games as a support tool in education, generate awareness about of utilities of gaming in the collective learning environment and the fostering of collective intelligence education.Postprint (published version

    Team equilibrium and innovation performance

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    2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksToday competition has increased between organizations and they are urged to improve constantly their performance throughout innovation if they want to survive and be profitable. However, an organization can't be innovative if it doesn't counts with creative people and build teams to strength its creative and innovative capabilities. Besides, the impact of technology in innovation has been widely studied but there are others major aspects that need more exploration to understand their influence in it. For example, collaborative work, multicultural teamwork, creative teamwork, entrepreneurial behavior, etc. Some authors suggest more research is needed regarding organization capabilities that promote effective relationships for innovation. According to West (2002), three issues dominated research about creativity and innovation among teams: the characteristics of group tasks and their impact in the creative-innovative process; the role of diversity in knowledge and skills between team members; and team integration. If these issues are relevant for team creativity and innovation, then frameworks and tools to configure teams are necessary. It may be taken by granted that there must be an equilibrium of roles within teams to foster creativity focused on innovation. So, in this paper several approaches of creativity are reviewed. Then a conceptual model to foster Team Equilibrium and strength innovation performance is proposed and applied through a web-based tool. A first empiric exploration is presented. The proposed model can be used as a basis to develop tools that helps teams for self-analysis.Peer ReviewedPostprint (published version

    Measuring the collective intelligence education index

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    War games and sports games always seek glory and excellence in an environment where participants enjoy what they do. Success is guaranteed in the degree of effective collaboration and coordination within the team members, as well as the strategy used by teams, such games or war strategies are generated since the birth of humanity. In this sense, the following questions emerge in the field of education: Is it possible to design learning activities that use this principle applied to collaborative work in the classroom? Which are the conditions of application of team competition strategy using ICT tools and how to measure it? This research explores the application of a web tool called Choose the Best (CTB). CTB implements a strategy that fosters competitiveness among the teams of a class, as well as the coordination and collaboration within the same, these types of strategies contribute to the development of Collective Intelligence levels. It's measured through a group of implemented metrics. Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, CTB is a tool that could become an effective way to measuring the group's performance according to Collective Intelligence paradigms.Postprint (author's final draft

    Toward a collective intelligence recommender system for education

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    The development of Information and Communication Technology (ICT), have revolutionized the world and have moved us into the information age, however the access and handling of this large amount of information is causing valuable time losses. Teachers in Higher Education especially use the Internet as a tool to consult materials and content for the development of the subjects. The internet has very broad services, and sometimes it is difficult for users to find the contents in an easy and fast way. This problem is increasing at the time, causing that students spend a lot of time in search information rather than in synthesis, analysis and construction of new knowledge. In this context, several questions have emerged: Is it possible to design learning activities that allow us to value the information search and to encourage collective participation?. What are the conditions that an ICT tool that supports a process of information search has to have to optimize the student's time and learning? This article presents the use and application of a Recommender System (RS) designed on paradigms of Collective Intelligence (CI). The RS designed encourages the collective learning and the authentic participation of the students. The research combines the literature study with the analysis of the ICT tools that have emerged in the field of the CI and RS. Also, Design-Based Research (DBR) was used to compile and summarize collective intelligence approaches and filtering techniques reported in the literature in Higher Education as well as to incrementally improving the tool. Several are the benefits that have been evidenced as a result of the exploratory study carried out. Among them the following stand out: • It improves student motivation, as it helps you discover new content of interest in an easy way. • It saves time in the search and classification of teaching material of interest. • It fosters specialized reading, inspires competence as a means of learning. • It gives the teacher the ability to generate reports of trends and behaviors of their students, real-time assessment of the quality of learning material. The authors consider that the use of ICT tools that combine the paradigms of the CI and RS presented in this work, are a tool that improves the construction of student knowledge and motivates their collective development in cyberspace, in addition, the model of Filltering Contents used supports the design of models and strategies of collective intelligence in Higher Education.Postprint (author's final draft

    Social networks and performance in distributed learning communities

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    Social networks play an essential role in learning environments as a key channel for knowledge sharing and students' support. In distributed learning communities, knowledge sharing does not occur as spontaneously as when a working group shares the same physical space; knowledge sharing depends even more on student informal connections. In this study we analyse two distributed learning communities' social networks in order to understand how characteristics of the social structure can enhance students' success and performance. We used a monitoring system for social network data gathering. Results from correlation analyses showed that students' social network characteristics are related to their performancePostprint (published version

    Innovación guiada por el diseño. Impacto en la evolución de los modelos de negocio

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    La innovación es un impulsor clave de la economía y de la sociedad, en los últimos años se ha pasado de considerar a la tecnología como motor central, y a menudo exclusivo, para tener en cuenta el diseño en todos los campos de la innovación, y como consecuencia en la evolución de los modelos de negocio. En esta ponencia se presentan seis conceptos clave para la innovación, y se argumenta sobre el rol fundamental del diseño en su gestiónPostprint (published version

    Ingenieros "digitales"

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    Dejando a un lado el antecedente militar, se entiende la ingeniería como la capacidad para resolver los problemas prácticos que se le plantean a la sociedad, y el ejercicio de la ingeniería, factor clave del desarrollo humano, se ha convertido en todas partes en una de las profesiones más respetadas y con más credibilidad. La vocación práctica de la ingeniería aplica la ciencia con la intención de conectar las necesidades percibidas en la sociedad con soluciones comerciales y hoy, además, sostenibles. La formación masiva de ingenieros corre paralela a la evolución de la demanda industrial y al desarrollo de los servicios y de las infraestructuras. Actualmente, el mayor productor de graduados en ingeniería del mundo es la China que junto a la India suma cerca del millón de ingenieros al año, cifra cinco veces superior a los nuevos ingenieros que salen entre Europa y USA, que juntos apenas llegan a los 200.000.Postprint (published version

    E-Health business models prototyping by incremental design

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    User-Driven Healthcare: Concepts, Methodologies, Tools, and Applications provides a global discussion on the practice of user-driven learning in healthcare and connected disciplines and its influence on learning through clinical problem solving. This book brings together different perspectives for researchers and practitioners to develop a comprehensive framework of user-driven healthcare.Postprint (published version

    Disseny_Cat. : elements per a una politica de disseny a Catalunya

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    disseny_cat:1 és un estudi encarregat pel CIDEM de la Generalitat de Catalunya a un equip d’investigadors de les universitats de Barcelona (UB) i Politècnica de Catalunya (UPC) que tenia dos objectius principals: 1. Modelitzar el sistema disseny català, identificant‐hi els principals actors, el seu rol i les vinculacions existents entre ells. Calia a més a més descobrirne les principals mancances i les seves fortaleses davant el món actual. 2. Elaborar una proposta integral d’actuació a emprendre per la Generalitat de Catalunya cara al món del disseny en el context de l’economia globalitzada actual, la cultura de la innovació i el sistema català d’innovació i desenvolupament. Les conclusions de l’estudi han de permetre articular un conjunt de programes d’actuació orientats a corregir les mancances identificades i treure el major profit possible de les fortaleses en el context actual. Per a l’estudi ha estat essencial la col∙laboració de tots els experts i participants que han acceptat dedicar‐nos part del seu tempsPostprint (published version
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