• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 645
  • 459
  • 154
  • Tagged with
  • 1248
  • 1246
  • 1246
  • 1085
  • 1044
  • 1034
  • 1021
  • 1017
  • 966
  • 785
  • 762
  • 760
  • 760
  • 489
  • 481
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
271

Betriebliche Weiterbildung in sächsischen Klein- und Kleinstunternehmen – arbeitsplatzintegriert und digital gestützt?

Dyrna, Jonathan, Zawidzki, Julia, Filz, Nicole 11 March 2021 (has links)
Zahlreiche Handlungsempfehlungen sehen in digital gestützten und arbeitsplatzintegrierten Lernformen eine vielversprechende Chance, um dem durch digitale Transformationsprozesse gestiegenen Weiterbildungsbedarf auch in Kleinst- und Kleinunternehmen (KKU) zu begegnen. Gemäß empirischen Nutzungsanalysen der vergangenen Jahre setzen die KKU solche Formate in ihrer betrieblichen Praxis jedoch bislang kaum ein. Beiden Publikationsformen ist gemein, dass sie die Einstellungen der involvierten Akteure als mögliche erklärende Variable nicht näher berücksichtigen. Daran anknüpfend machen die Ergebnisse der vorliegenden quantitativen Befragung von sächsischen KKU (N = 33) deutlich, dass Weiterbildungsmaßnahmen für ihre Mitarbeitenden auch aktuell überwiegend im Präsenzformat und außerhalb des Arbeitsplatzes stattfinden. Sie deuten jedoch eine zunehmende Bedeutung von Online-Schulungen und arbeitsplatzintegrierten Formaten an. Mitarbeitende in und außerhalb von Führungspositionen stehen den untersuchten Lernformen – mit Einschränkungen beim Blended Learning – gleichermaßen positiv gegenüber. Ein Zusammenhang zwischen der digitalen Unterstützung von Weiterbildungsangeboten und ihrer Arbeitsplatzintegration konnte nur bedingt nachgewiesen werden.
272

Two Steps to IT Transparency: A Practitioner’s Approach for a Knowledge Based Analysis of Existing IT Landscapes in SME

Kohl, Holger, Orth, Ronald, Haunschild, Johanna, Schmieg, Hans Georg 09 May 2019 (has links)
Purpose – The purpose of this paper is to show how knowledge intensive information technology (IT) applications within an organisation can be identified and analysed to achieve two corporate goals: First, an optimisation of the corporate IT landscape that avoids inefficiencies or redundancies. Second the implementation of a knowledge management (KM) system that is aligned with the corporate IT infrastructure. Design/methodology/approach – Methodically, the approach can be described as a practical two-step procedure. In the first step the knowledge intensive IT systems are identified through a questionnaire that is performed in the IT department of the organisation. Based on the expertise of the IT management adequate information concerning benefits and utilization of the applications and the description of technical conditions can be determined. On the basis of the work of the first step, selected user groups (key-user, admin-user, heads of departments, etc.) are surveyed on a broader base through semi-structured interviews. The focus here is to determine the application within its processes and to identify the importance in the fulfilment of the daily tasks as well as the capabilities in knowledge management. Therefore the survey covers the main questions regarding the classification of KM and provides a solid foundation for optimisations regarding the IT infrastructure. The two-step approach also provides the flexibility to identify future processes concerning an appropriate KM system and to identify practical adaptions of the existing IT landscape. Originality/value – The suggestion of a newly developed method to identify and assess knowledge intensive IT systems – what includes hard- and software – within an organisation. The results of the method can be used to develop recommendations to improve the conceivably of already existing KM or to originate an organisational KM as well as to enhance the existing IT landscape. This includes in particular the consideration of the processes in which knowledge is generated, stored, used and shared. Practical implications – The identification, utilization and harmonization of KM intensive systems can be a substantial advantage during the implementation or enhancement process of KM for two reasons: First, the important and implicitly for KM purposes used systems are identified and evaluated before the inception of the organisational KM. Second, the knowledge management orientation of the approach allows reducing both, the complexity and the variety of IT applications within an organisation.
273

How to treat the troll? An empirical analysis of counterproductive online behavior, personality traits and organizational behavior

Grothe, Maik, Staar, Henning, Janneck, Monique 09 May 2019 (has links)
Purpose – Online environments, such as social networks and online forums, offer new possibilities and a wide variety of identity and social relationship management for the users. However, besides functional contributions like mutual support and easy ways of establishing contacts there are critical perspectives on computer-mediated communication (CMC) regarding detrimental behavior like provoking, overbearing, attacking and insulting other users, especially when anonymity is high. Recent research has shown that these kinds of online behavior are associated with personality traits like sadism, machiavellianism, narcissism, and psychopathy (Buckels, Trapnell & Paulhus, 2014) and can lead to severe trouble, negative affect and dysfunction in online communities (Cheng, Danescu-Niculescu-Mitzil & Leskovec, 2015). As such, in the public perception “trolls“ have become a synonym for counterproductive and dysfunctional behavior (Bishop, 2014a, 2014b). Our research aim was to shed more light on trolling and counterproductive online behavior theoretically as well as empirically. In other words: We wanted to know who is behind the troll? How can he or she be characterized in terms of personality traits and what can be expected from trolls when it comes to the organizational context and job performance? Design/methodology/approach – In a first step, we formulated a theoretical framework on counterproductive online behavior. On that ground, two online surveys (N = 122; N = 133) were conducted. The first study’s goal was to develop and validate a questionnaire on counterproductive online behavior. The second study analyzed counterproductive online behavior and tested for possible interrelations to personality traits and work-related outcomes. Originality/value – Using explanatory factor analyses we developed a 40-item questionnaire with two higher dimensions: Constructiveness and destructiveness. 15 subscales focus on different communication styles and trolling strategies. The second study tested the two dimensions of counterproductive online behavior on work-related outcomes such as work engagement, task-related performance and interpersonal facilitation. As was expected, destructiveness revealed significant negative correlations with all work-related outcomes as well as deviant work behavior. Constructiveness, in contrast, showed positive associations with interpersonal facilitation. Practical implications – So far, research on trolling and counterproductive online behavior has been limited to theoretical or anecdotal approaches in most cases (cf. Bishop, 2013a, 2013b). Our study aimed at a more systematic examination of this CMCspecific phenomenon. However, our study design, acquisition of the samples and the formulation of the questionnaire suggest that the results are valid indeed. On that note, our research is a first step for a deeper understanding on people showing counterproductive online behavior.
274

Virtual International Learning Experience in Formal Higher Education – A Case Study from Jordan

Tawileh, Wissam 09 May 2019 (has links)
Purpose – International experience is important to prepare university students for successful career in the globalized knowledge economy. However, learners in developing countries have limited access to international educational experiences due to travel costs and constrains, political instability that prohibit academic visits from foreign students and instructors, societal restrictions on certain groups like female students, or old educational systems that resist didactical and organizational changes. The emergence of Social Media enabled the development of interactive learnercentered virtual learning environments that enable collaborative knowledge building in online social communities.This empirical study aims to explore how to provide Jordanian university students with international academic experience during their regular study programs without travelling abroad. Virtual Collaborative Learning has been introduced and examined in this specific context due to its reported high potential for developing countries. Design/methodology/approach – Following an educational design based approach, a Virtual Collaborative Learning arrangement has been re-designed to involve Jordanian students in a formal masters’ course with German students at the Technische Universität Dresden. Factors that affect participated Jordanian students’ perception of this experience have been examined using deep interviews and qualitative content analyses methods. Originality/value – The value of this study lays in the innovative approach to provide Jordanian university students with international learning experience by integrating them in a virtual community with peers from Germany using Social Media application. Practical implications – This study delivers empirical evidence on the potential of welldesigned Virtual Collaborative Learning arrangements to provide students with enjoyable, high-impact, immersive international learning experience at their home university. This helps universities, especially in Arab and developing countries, to grant their students a new learning experience using affordable easy-to-use Social Media solutions.
275

MOOC@TU9 – Common MOOC Strategy of the Alliance of Nine Leading German Institutes of Technology

Pscheida, Daniela, Herbst, Sabrina, Köhler, Thomas, Dubrau, Marlen, Zickwolf, Katharina 09 May 2019 (has links)
Purpose – Since April 2014, the alliance of leading German Institutes of Technology (TU9) has been jointly producing and running massive open online courses (MOOCs) on the subject of engineering. On the one hand, the collaborative MOOC@TU9 project aims to combine the unique characteristics and strengths of the engineering courses offered by the TU9 universities, making inter-institute, cooperative, open learning both visible and accessible. This will enhance both local teaching and the national and international marketing of the universities. On the other hand, the project also aims to help build communal experience and develop quality and production standards for the use of different MOOC formats in digital higher education teaching. In this sense, the MOOC@TU9 project contributes to the vital development of sustainable digitalisation strategies at German universities in the form of a feasibility study, which can then be used in other contexts as a valuable example of best practice. Design/methodology/approach – The MOOC@TU9 project has a primarily practical approach. The focus of the collaboration between the TU9 universities is therefore the discussion, exchange and coordination of concrete actions in addition to the evaluation and assessment of the solutions reached and implemented. The collaboration within the TU9 network results in inter-organisation working and learning processes for the parties and institutions involved. These have a particular value, as this is how, through collaboration, we can build an effective, sustainable, multi-dimensional experience. Originality/value – MOOC@TU9 is a joint inter-university project with the aim of strategically testing the possibilities, parameters and benefits of using massive open online courses in higher education teaching, the like of which has never been seen before in Germany. There is, therefore, currently no systematic development of quality and production standards for MOOCs: a gap, which MOOC@TU9 is actively attempting to fill. Practical implications – Results and findings of the project are not only taken from specific practical work, they are also fed directly back into it. In this respect, it can and should provide valuable insights not only for course participants, but also for other universities and/or initiatives.
276

Generating implications for design in practice: How different stimuli are retrieved and transformed to generate ideas

Sun, Ying 15 May 2019 (has links)
Design idea generation is a significant part of a designer’s work and most frequently associated with creative problem solving. However, an outstanding challenge in design is translating empirical findings into ideas or knowledge that inform design, also known as generating implications for design. Though great efforts have been made to bridge this gap, there is still no overall consensus on how best to incorporate fieldwork data into the design idea generation process. The generation of design ideas is a process that is rooted in individual knowledge and is often considered a precedent-based type of reasoning, where knowledge is continuously transformed to produce new knowledge and this creative leap across the divide is very difficult. And it is believed that designers could potentially benefit from external stimuli that would provide a starting point or trigger and make the ideas generation more efficient. Most researchers have examined when and what type of stimuli designers used to support design idea generation. Nevertheless, it is still not clear how the different types of stimuli are retrieved and transformed during idea generation phases, and the knowledge transformation during this phases need to be clarified. In order to resolve this issue I conduct an open-ended semi-structured qualitative interview to learn about student and professional designers’ knowledge on how they select stimuli and transform it into design ideas, then compare with professor’s opinions. The interview would be conducted in terms of one-on-one face to face or online interview depending on the availability and accessibility of the interview respondents which would be audio recorded. Knowing more about how different designers, especially professional designers, to retrieve and transform preferred stimuli into ideas, and the design thinking involved in the process, is a significant step towards investigating the influence of stimuli during idea generation. Ultimately, I intend to build a general mechanism for designers to conduct an appropriate selection of functionally useful stimuli to transfer empirical findings to knowledge that inform design. The results try to help professional designers get more scientific structure, give student designers Visual Knowledge Media more practical guidance, but also help design education refine design idea generation methods and improve resulting techniques to discover a dynamic balance among theory and practice.
277

Building a Wiki resource on digital 3D reconstruction related knowledge assets

Münster, Sandra, Niebling, Florian 15 May 2019 (has links)
Purpose – While single theoretical approaches related to visual humanities research and in particular digital 3D reconstruction – as the virtual, interpretative 3D modeling and visualization of historical objects – are widely described in compendia like Wikipedia, and various publications discuss approaches from certain disciplinary perspectives, a comprehensive and multidisciplinary systematization is still missing. Against this background, the research activity described within this article is intended to gain a wide and multidisciplinary overview for research approaches, theories, and methods which are relevant to investigate or explain knowledge-related phenomena in the context of visual humanities research and education. Design/methodology/approach – To meet these interests we intend to set up a Wiki resource as a structured repository. The content will be based on (a) interactive workshops held at conferences to collect and structure knowledge assets on visual knowledge involving experts from different domains. Moreover, (b) a student seminar starting in early 2017 is designated to describe some typical research designs as well as amend related methods and theories in the Wiki resource based on Wikipedia articles. A content structuring principle for the Wiki resource follows the guidelines of Wikimedia as well as plans for the results to be populated again in Wikipedia. Originality/value – While Wiki approaches are frequently used in the context of visual humanities, these resources are primarily created by experts. Furthermore, Wiki-based approaches related to visualization are often focused on a certain disciplinary context as, for example, art history. A unique aspect of the described setting is to build a Wiki on digital 3D reconstruction including expertise from different knowledge domains – i.e. on perception and cognition, didactics, information sciences, as well as computing and visual humanities. Moreover, the combination of student work and assessments by experts also provides novel insights for educational research. Practical implications – The intended product is a comprehensive and multidisciplinary structured repository on digital 3D reconstruction research approaches, methods, theories, publication bodies, and good practice examples. The editing of the project results into the Wikipedia will lead to a wide dissemination and visibility of group activities and outcomes as well as enhance competencies of all contributors on collaborative work.
278

Visual media as a tool to acquire soft skills — cross-disciplinary teaching-learning project SUFUvet

Maurer, Patrick, Raida, Antonia Christine, Lücker, Ernst, Münster, Sander 15 May 2019 (has links)
Purpose – SUFUvet is a cross-disciplinary teaching-learning project designed to adapt students’ soft skills and track usability and the concrete surplus value of work techniques in the field of visual media design. Design/methodology/approach – For SUFUvet, a collaboration between the Institute of Food Hygiene/University of Leipzig and the Media Center/Technische Universität Dresden was initiated. Bachelor students of media informatics generate 3D visualisations in the framework of SCRUM: Undergraduate veterinary students issue instructions in order to create an e-learning class. During the project, questionnaires, group discussions, and feedback methods are used to detect changes in selected soft skills. Originality/value – This design is meant to increase knowledge and employability by adapting student’s media, communication, and project management competences. Using SCRUM appears to be a new approach, not only in the field of programming, but for media production as well. Additionally, it offers an interdisciplinary work environment, which is rare but considered fruitful within university studies. Practical implications – The outcomes of the application are a 3D-visualised meat inspection e-learning class for veterinary students plus a documentation of SCRUM as a framework for visual media design. It is seen as an experiment for future applications in a variety of cross-disciplinary learning and media design cases.
279

Graphing Meeting Records - An Approach to Visualize Information in a Multi Meeting Context

Kirchner, Bettina, Wojdziak, Jan, de Almeida Madeira Clemente, Mirko, Groh, Rainer 16 May 2019 (has links)
Purpose – Meeting notes are effective records for participants and a source of information for members who were unable to attend. They act as a reference point to decisions made, to plan next steps, and to identify and track action items. Despite the need for a multi meeting solution (Tucker and Whittaker, 05), meetings are often displayed as separated as well as descriptive documents. The aim of this work is to enhance access to overlapping meeting contents and existing coherences beyond a decoupled description. A visual representation of meeting content can lead to meeting records which are more comprehensible and more time efficient. Furthermore, it enables the depiction of knowledge that is often lost in conventional meeting records. Approach – Our goal was to define a general structure for meeting items, integrating content categories and relations between successive meetings. In this paper, we present a model based approach to visualize meeting content as well as content relations in order to support the preparation, execution and follow-up of meetings. Due to the fact that contents of consecutive meetings refer to each other (Post et al., 04), we consider meetings as a series of events. The resulting model substantiates the transformation of content as well as content relations into a visual form. Value – The proposed solution focuses on the model that is integrated into an interactive visualization. Thus, a novel approach to explore meeting records is provided. The model was proved to be suitable for meeting contents in various use cases. Examining the content in its visual representation across multiple consecutive meetings enhances the identification of any linked information at a glance over even long periods of time. Hence, important pieces of information will not be disregarded. Practical implications – The approach of our multi meeting protocol application is realized as a browser-based implementation that displays data from JSON objects. With this interactive visualization, the user can browse, search, and filter meeting content and get a deeper understanding of topics, their life cycle and relations to other topics. This leads to an overall comprehension of project or business progression that highlights topics that need to be addressed. Thus, the viewer is supported in preparing, executing, and following up meetings successfully and qualified to structure records in order to keep a clean transcript of a meeting.
280

HistStadt4D – A four dimensional access to history

Kröber, Cindy, Friedrichs, Kristina, Filz, Nicole 16 May 2019 (has links)
Purpose – We propose a multidisciplinary approach based on an extensive data base which provides digitalized photographic material from the end of the 19th century up to recent times. Thus a large amount of photographic evidence will be exploited, structured and enriched by additional sources to serve as a foundation for an application relying on 3D visualizations. The application addresses scholars as well as the general public and will provide different kinds of information and tools for research and knowledge transfer. Design/methodology/approach – The method applied will be diachronic: the virtual model may show one point in urban history depicting a certain state of past Dresden and also its development through the various eras. In addition the method works in a dualistic mode: on the one hand the physical development of the urban area will be explored and presented in detail, on the other hand the analysis of the pictures will give profound insights in the specific perception of the urban space. Originality/value – This methodology aims to make large repositories more accessible and proactive in information-seeking. Using a 3D application as an access for media repositories, research tools and functionalities which can improve the scientific handling of the data will be considered. How should the data and information be processed to meet the researcher’s needs? Which information can be retrieved from the visual media? What needs to be considered to ensure scientific standards and motivation while working with the image repositories? Users of the virtual archives can benefit extensively form effective searching functions and tools which work not only content- and theme-based but also location-based. Practical implications – The outcomes of the research will be presented in a 4D browser and available in an Augmented Reality presentation. The design will comply with the requirements of the field of application, whether aiming at a scientific, educative or touristic purpose. The paper itself considers three different approaches to the topic highlighting the multidisciplinary strategy and opportunities of the project. The first one considers research questions from art history. The second one reflects on concepts from information science, photogrammetry and computer vision for visualizations and the third one introduces an interaction concept for an AR application for the Zwinger in Dresden.

Page generated in 0.0358 seconds