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  • 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.
21

Collaboration and competition in firm-internal ideation management : Two alternatives – and a third way out

Bergendahl, Magnus January 2015 (has links)
The passive reliance on ideas to spontaneously emerge within companies is today replaced with more active and continuous ideation management that embraces employees from different functions and knowledge-domains within the company to create and develop ideas. A frequently observed feature in the active management of ideation is the reliance on collaboration and competition mechanisms. These mechanisms use the strength of enabling people to working together towards a shared interest (collaboration) and the power of enabling people to outperform each other in submitting the best idea (competition). The existing research on collaboration and competition in ideation is found inconclusive about their effects as collaboration is stated to both enhance and hamper performance, and as competition is claimed to both drive and reduce performance in ideation. This constitutes a limitation to the management of ideation as it reduces the ability to actively and purposefully guide ideation through a deliberate use of the two mechanisms. The aim of this thesis is to investigate collaboration and competition mechanisms in firm-internal ideation. A multi-methodological approach has been deployed using three different studies: a multiple case study, a survey, and an experiment. This has allowed for the phenomenon of ideation to be studied using different perspectives and for the individual results to be triangulated. The empirical data has been acquired from both industry and experiments with university students. The conducted research has revealed that the inconsistencies on the effects from the two mechanisms are possible to understand and resolve by applying a more detailed level of analysis. When competition is decomposed into components of individual- and group competition, it is found that individual competition drives idea quantity and that it hampers collaboration, whereas group competition instead is found to induce collaboration and to nurture idea quality. This indicates that competition can be used to manage levels of collaboration in ideation, thereby bridging the two mechanisms. This thesis further presents that the individual effects from each of the mechanisms are complementary to each other. This implies that the effect from each mechanism is retained when combined with the other mechanisms, and that the combined effect is equal to, or even greater than, the sum of the individual effects. This combined use is found to drive both ideation efficiency and motivation, and is offering management an interesting third alternative, out of the two mechanisms, of how firm-internal ideation can be managed in a more effective and efficient manner. An analytical framework is included, presenting the interrelationships between the mechanisms, motivation, ideation behavior and the ideation performance. / <p>QC 20150831</p>
22

Development of a Studio Art Curriculum for the Concentration Section of the Advanced Placement Drawing Portfolio

Lovell, Bonnie R 04 December 2006 (has links)
This thesis presents an Advanced Placement curriculum for the concentration section of the Drawing Portfolio. It is intended as a teaching tool to encourage and develop creative strategies related to idea generation and refinement based on creative problem solving, which is essential to the development of an effective concentration. One of the most difficult problems faced by Advanced Placement Studio Art students is idea generation for the artwork related to a central topic for the concentration section of their portfolios. This curriculum introduces lessons based on artist research, brainstorming, synectics, and SCAMPER techniques designed to foster creative idea generation for artwork development. It also gives students a tool with which to analyze the ideas generated based on specific criteria necessary to the concentration. This curriculum specifically encourages the creative process in students and provides teachers with a foundation with which to begin a unique and highly personal journey by the individual student.
23

An investigation into the development of a Creativity Support Tool for advertising

Opas, Tommi January 2008 (has links)
In recent years, there has been a strong interest in developing Creativity Support Tools for many exciting areas of research such as art and music. Yet few such tools have been developed to support creativity in advertising. This is unusual since advertising, like art and music, is a highly creative endeavour of the human mind. The goal of advertising is to transform a communicational objective of a product or a service into a creative idea. A tool that would enhance the development of creative ideas in advertising would be highly beneficial for the advertising industry and possibly shed light on the mystery behind creativity. In this thesis, I developed Creative Pad, a new Creativity Support Tool to assist advertising creative in generating creative ideas for advertising. In developing Creative Pad, I studied advertising creativity and human creative thinking. I developed a framework for analysing the advertising process, in which the process is viewed as having three distinct phases: a message, an idea, and an execution. A significant implication of this view is that the process for developing ideas for new advertisements and the process of executing those ideas and turning them into creative products are independent. Each step is the result of a significant creative process. Creative Pad is developed to assist in the development of creative ideas for new advertisements. To assist this creativity, relevant triggers are needed. Research has shown that individuals with high associative skills produce more creative advertising. Creative Pad supports the associative skills of the advertising creative and exploits the use of the Internet as a dynamic database. It finds words and sentences related to the original communicational objective, providing relevant triggers for the associative creative process in the minds of the advertising creative. Several experiments using Creative Pad were conducted with advertising creative and students with no advertising background. The results show that Creative Pad supports the generation of new ideas in two ways. First, and most important, all the subjects were able to develop interesting new ideas. In particular, the advertising creative were able to design a sketch of the advertisement from ideas generated using Creative Pad. Second, I was able to find a connection between the triggers, the words and sentences selected by the user during the creative process, and the ideas generated. Although the connection might be considered a weak one, it nonetheless demonstrates that a connection exists between the ideas developed by the advertising creative and those suggested by Creative Pad.
24

Developing Innovative Thinking in an IT company

Tomina, Elvita, Aragaki, Daniela January 2018 (has links)
Innovation is most commonly associated with the process of implementing useful ideas to create value-added products, services and processes in an organization. However, creativity comes first as a fundamental part of the innovation process and essentially a precondition for innovation. Therefore, this thesis will look into the IT company, Visma Enterprise, more specifically their Latvian division, and investigate how they can promote creativity within their organization.  The aim of the study is to determine what type of activities and factors would support creativity and innovation in Visma Enterprise.  In order to evaluate the current situation at Visma Enterprise authors used Ekvall Situational Outlook Questionnaire and found that employees have lack of motivation and that they have problems with communication between teams. To improve the current situation authors suggested that by organizing activities like hackathons to train employees, guide them through the process and show them what is expected from them and how it can be achieved.
25

Participatory design in game design – a study in collaboration and ownership

Olsson, Axel January 2011 (has links)
Denna studie berör områdena participatory design, speldesign samt idégenerering och syftar till att undersöka hur spelföretag interagerar med sina slutanvändare vid speldesign samt om participatory design kan användas i speldesign för att främja känslor av delaktighet och ägandeskap.Studien har genomförts med intervjuer och undersökningar i form av en analys av fyra svenska spelföretags hemsidor och sociala medier för att se på deras interaktion med sina slutanvändare vid speldesign, samt en participatory designworkshop.Resultaten från litteraturstudien och workshopen visar på att participatory design kan användas för att främja känslor av delaktighet och ägandeskap hos deltagarna. Vidare visar undersökningen av de svenska spelföretagen att interaktionen med sina slutanvändare över lag är låg.De slutsatser som studien visar på är att genom att erbjuda sina användare möjligheten att bli delaktiga och att interagera med spelföretaget så får man en aktiv och stimulerande miljö vilken gynnar både spelföretaget och deras slutanvändare. Vad gäller participatory design så visar studien att det är ett förhållningssätt som går att använda inom speldesign. Vidare så visar det också sig att, om behovet för att välja ut mellan flera olika metoder och tekniker inom participatory design uppstår, så är ett ramverk ett mycket användbart och hjälpsamt verktyg. / This study encorporates the areas participatory design, game design and idea generation and serves to investigate how game developers interact with their end-users on game design. It also investigates if participatory design can be used in game design to promote feelings of participation and ownership.The study is based on interviews and research in the form of an analysis of four Swedish game developers' websites and social media profiles. This is done to see how and if they interact with their end-users in game design. Also, a workshop in participatory design and game design was carried out to see if the participants felt participation and ownership.The results of the workshops evaluation show that participatory design can be used to promote feelings participation and ownership with the participants. The results also show that the interaction between the Swedish game developers and their end-users were overall low but not nonexistent.The conclusions that can be shown in this study are firstly that by offering the end-users the option to involve and interact with the game developers one can receive an active and stimulating environment which is beneficial to the game developers themselves as well as their end-users. Secondly, the study shows participatory design is an approach that is applicable to game design. Further, it is also shown that if the need to choose between different methods and tools in participatory design should arise, then the use of aframework is proven to be a useful and helpful tool.
26

Development of a Studio Art Curriculum for the Concentration Section of the Advanced Placement Drawing Portfolio

Lovell, Bonnie R 04 December 2006 (has links)
This thesis presents an Advanced Placement curriculum for the concentration section of the Drawing Portfolio. It is intended as a teaching tool to encourage and develop creative strategies related to idea generation and refinement based on creative problem solving, which is essential to the development of an effective concentration. One of the most difficult problems faced by Advanced Placement Studio Art students is idea generation for the artwork related to a central topic for the concentration section of their portfolios. This curriculum introduces lessons based on artist research, brainstorming, synectics, and SCAMPER techniques designed to foster creative idea generation for artwork development. It also gives students a tool with which to analyze the ideas generated based on specific criteria necessary to the concentration. This curriculum specifically encourages the creative process in students and provides teachers with a foundation with which to begin a unique and highly personal journey by the individual student.
27

Tapping into your people: successfully managing idea generation in organisations

Jarck, Astrid Catharina January 2008 (has links)
Made available in DSpace on 2009-11-18T19:00:49Z (GMT). No. of bitstreams: 1 cjarck.pdf: 2377384 bytes, checksum: 68f6a0118f6f2af1e4c034162fb78123 (MD5) Previous issue date: 2008 / Over the past few years, innovation has increasingly garnered the headlines as one of the core competencies every sustainable organisation must have. Yet, it is the idea which is the foundation of any innovation. This paper draws together knowledge about idea generation, and its management, and how the process of encouraging ideas, creativity and then managing them effectively will enhance the opportunities of successfully finding and implementing innovations which will add value to the organisation and its stakeholders. Extensive review of literature in the field of idea and innovation management, as well as a study of Souza Cruz¿s recently conceptualised and implemented Idea Management programme has brought together the many facets involved in successfully harnessing and implementing ideas.
28

Från reproduktion till produktion : En intervjustudie om hur lärare beskriver sin undervisning om idégenerering på Estetprogrammet / From reproduction to production : An interview study about how teachers describe their teaching of idea generation in aesthetics

Nordell, Karin January 2018 (has links)
Denna uppsats är en studie med ett fenomenologiskt och hermeneutiskt perspektiv. Genom kvalitativa forskningsintervjuer har estetlärares sätt att se på undervisning om idégenerering undersökts. Baserat på teorier kring hur styrdokumenten påverkar undervisning, vad kreativitet och idégenerering är i en skolkontext samt estetiska lärprocesser har följande frågor ställts: Vad har estetlärare för erfarenheter av undervisning om idégenerering? Vad beskriver estetlärare som framgångsrika metoder i undervisning kring elevernas idéer? Hur beskriver estetlärare sin roll i styrningen av elevernas arbete med idéer? Intervjuerna genomfördes med hjälp av en frågeguide för att skapa en riktning. Varje intervju är 30-40 minuter och spelades in. Efteråt transkriberades och analyserades intervjuerna och beskrivningarna respondenterna gav delades in i teman. Dessa teman fick rubriker utifrån vad respondenterna berättar i intervjuerna. Lärarnas erfarenheter kring undervisning av idégenerering handlar om att skapa förutsättningar genom att ge eleverna rätt förkunskaper, tillhandahålla relevant material och att skapa en trygg miljö. Under det arbetet intar lärarna olika roller, men den roll de refererar till mest är handledarrollen. Konstnärligt skapande tar tid vilket lärarna förhåller sig till både via att följa styrdokumenten men också genom att begränsa tiden för eleverna för att sätta en form av press på att det ska bli ett skapande. En balansgång är att förhålla sig till elevernas motivation, vilket gör att feedbacken och samtalen ser väldigt olika ut beroende på vad lärarna upplever att eleverna klarar av. Att jobba med samtal och feedback ses som en viktig metod i arbetet, likaså att skapa ingångar till projekt som begränsar men samtidigt öppnar upp för kreativitet. För att eleverna ska växa i sitt eget skapande undervisar lärarna om processen på olika sätt samt skapar ett klassrum där det är tillåtet att göra fel och att experimentera. Styrningen av elevernas arbete sker genom annan undervisning som skapar en väg för eleverna kring hur de ska jobba med egna idéer, exempelvis genom att jobba med en viss teknik. Beroende på undervisningssituation och elevernas individuella förmåga styr lärarna ibland väldigt tydligt medan eleverna ibland får stort utrymme då lärarna intar en mer bakåtlutad roll. Slutligen skapar bedömningen i form av betygsättning en viss styrning, dels eftersom eleverna vet om att de kommer bli bedömda men också eftersom det skapar ett visst sätt att jobba som pedagog. / This paper is a study with a phenomenological and hermeneutic perspective. Through qualitative research interviews, the experience of idea generation among teachers in aesthetics has been examined. Based on theories about how governing documents in school affect teaching, what creativity and idea generation means in a school context and aesthetic learning processes, the following questions were asked: What experience do teachers in aesthetics have of teaching about idea generation? Which methods do teachers in aesthetics describe as successful in teaching about students' ideas? How do teachers in aesthetics describe their role in the management of students' work with ideas? The interviews were conducted using a interview guide to create a direction. Each interview was 30-40 minutes long, and was recorded. The interviews were subsequently transcribed and analyzed, and the descriptions given by the respondents were divided into themes. These themes were given headings based on the respondents’ answers. The teachers' experiences of teaching idea generation is about creating good conditions, this by giving students the correct knowledge, providing relevant material and creating a secure and positive environment. During their work, teachers take on different roles, and the role most commonly referred to by the teachers is representing the mentor. Artistic creation takes time, which the teachers relate to, both by following the governing documents, but also by making time limits for the students’ work. This to pressure the students to be more creative. The teachers balance when relating to the students’ motivation, meaning that feedback and conversation differ considerably depending on the teacher’s perception of what the students are able to cope with. Working with conversation and feedback is seen as an important working method, as well as creating entrance for projects that limit but at the same time opens up for creativity. In order for the students to grow along with their own creation, teachers teach about the process in different ways trying to create a culture in the classroom where it is allowed to make mistakes and to experiment. The students' work is guided through other teaching that creates a way for students to work with their own ideas, for example by working with a certain technique. When taking on the mentor role, the teachers sometimes guide the work in a very distinct way, and other times take a less prominent approach allowing the student to work more freely. Finally, the assessment in the form of grading creates a certain degree of control, partly because the students are aware that they will be evaluated but also because it creates a certain way of working for the teacher.
29

Expansionslernprojekt Nachhaltigkeitsbeauftragter (ELP NHB)

Breßler, Julia, Koch, Evelina January 2016 (has links)
Veränderungen sind in Lebens- und Arbeitskontexten allgegenwärtig. Sie führen zum Durchbrechen von routinierten Pfaden und Auflösen von Rezeptwissen. Darüber hinaus generieren sie Unsicherheit, Komplexität und Widersprüchlichkeit. Studierenden diese Phänomene zu vergegenwärtigen bzw. sie für diese zu sensibilisieren ist ebenso eine Herausforderung der Hochschuldidaktik. Des Weiteren sieht sich die Hochschule des 21. Jahrhunderts mit der Bildung für nachhaltige Entwicklung konfrontiert. Im Rahmen des Lehr-Lern-Projekts haben wir uns dieser Schwerpunkte angenommen. Der Werkstattbericht verdeutlicht die Generierung einer expansiven Bildungskonzeption und versucht einen Möglichkeitsraum für die Hochschuldidaktik zu schaffen. Des Weiteren stellen wir die Evaluation sowie Implikationen für eine Weiterentwicklung des didaktischen Konzepts dar.
30

Designing an Expressive Writing Unit for Students with ASD in Mind: The Synthesis of Social-emotional Learning and Writing Strategy Instruction

Govea, Maya 01 January 2021 (has links)
In general education classrooms across the United States, students with Autism spectrum disorder (ASD) learn how to write and cultivate their writing skills. Teachers of students with ASD have the unique responsibility of carrying out effective instruction to all students. However, the growing body of research around evidence-based practices and approaches for students with ASD is limited. Two effective practices that have shown positive statistical significance for students with ASD are the self-regulated strategy development model (SRSD) and the social-emotional learning (SEL) framework. General education instruction faces a research-practice gap because of the widespread lack of strategy instruction and lack of evidence-based practices implemented in the classroom. The purpose was to design an integrated strategy instruction tool with an SEL framework, to provide potentially more feasible and equitable writing instruction for elementary students with ASD in general education classrooms. Therefore, a relationship skills themed expressive writing unit aligned with fifth grade language arts Florida State Standards was developed. Specifically, the researcher integrated the SRSD model into a five-day themed writing unit that teaches mnemonic writing strategies. The writing unit utilizes high-quality, SEL themed children's literature, cooperative learning practices, writing stations, and many formative assessment opportunities. In the future, the researcher's next step is to implement the writing unit in a general education classroom with a substantial ASD population to examine its efficacy and effectiveness. Hopefully, the feasibility of this innovative writing unit will decrease the research-practice gap that general education teachers face.

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