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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.
61

應用遺傳規劃法於知識管理流程之知識擷取和整合機制 / GP-Based Knowledge Acquisition and Integration Mechanisms in Knowledge Management Processes

郭展盛, Kuo,Chan Sheng Unknown Date (has links)
在目前的企業環境中,很多企業致力於管理和應用組織知識,來維持他們的核心能力和創造競爭優勢。有效率的管理組織知識,能減少解決問題的時間和成本,並增加組織學習和創新能力。並且,由於累積知識資源的需求,很多企業開始發展知識庫,以儲存組織及個人的知識,用來增加組織整體的效率、支援日常的運作以及企業策略的操作。 知識管理是現代的典範,可用來有效管理組織知識,進而改善組織績效。知識管理的目的是強調管理知識的流動及流程。在知識管理流程方面,主要區分為知識擷取、整合、儲存/歸類、散播和應用知識等程序。另外,資訊技術可用來協助知識管理,並能使知識管理更有效率。知識管理的主要議題之ㄧ是知識的擷取,由於目前知識來源的提供,主要是透過知識工作者,可是它對於知識工作者而言,是一種額外的負擔。因此,設計一個有效的方法來自動產生組織知識,以減輕他們的額外負擔,將是一個很重要的課題。第二個相當重要的議題是知識整合,由於不同來源的知識,可能造成組織知識的衝突,因此設計一個知識整合方法,把不同來源的知識整合成一個完整的知識,組織將會逐漸增加這方面的需求。 分類在很多應用中是常遭遇的問題,例如財務預測、疾病診斷等。在過去,分類規則常藉由決策樹的方法所產生,並用於解決分類的問題。在本論文中,提出兩個以遺傳規劃為基礎的知識擷取方法和兩個以遺傳規劃為基礎的知識整合方法,分別支援知識管理流程中的知識擷取和知識整合。 在兩個所提的知識擷取方法中,第一個方法是著重在快速和容易地找到想要的分類樹,但是,此方法可能會產生結構較複雜的分類樹。第二個方法是修正第一個方法,產生一個較精簡和應用性高的分類樹。這些所獲得的分類樹,能被轉換成規則集合,並匯入知識庫中,幫助企業決策的制定和日常的運作。 此外,在兩個所提的知識整合方法中,第一個方法,能自動結合多重的知識來源成為一個整合的知識,並可匯入知識庫中,但是此方法只考慮到單一時間點的整合。第二個方法則是可以解決不同時間點的知識整合問題。另外,本論文提出三個新的遺傳運算子,在演化過程中,可用來解決規則集合中有重複、包含和衝突等常見的問題,因而可以產生較精簡及一致性高的分類規則。最後,本論文採用信用卡資料及乳癌資料來驗證所提方法的可行性,實驗結果皆獲得良好的成效。 / In today’s business environment, many enterprises make efforts in managing and applying organizational knowledge to sustain their core competence and create competitive advantage. The effective management of organizational knowledge can reduce the time and cost of solving problems, improve organizational performance, and increase organizational learning as well as innovative competence. Moreover, due to the need to accumulate knowledge resources, many enterprises have devoted to developing their knowledge repositories. These repositories store organizational and individual knowledge that are used to increase overall organization efficiency, support daily operations, and implement business strategies. Knowledge management (KM) is the modern paradigm for effective management of organizational knowledge to improve organizational performance. The intent of KM is to emphasize knowledge flows and the main process of acquisition, integration, storage/categorization, dissemination, and application. Furthermore, extant information technologies can provide a way of enabling more effective knowledge management. One of the important issues in knowledge management is knowledge acquisition. It is an extra burden for knowledge workers to contribute their knowledge into repositories, such that designing an effective method for abating an extra burden to automatically generate organizational knowledge will play a critical role in knowledge management. A second rather important issue in knowledge management is knowledge integration from different knowledge sources. Designing a knowledge-integration method to combine multiple knowledge sources will gradually become a necessity for enterprises. Classification problems, such as financial prediction and disease diagnosis, are often encountered in many applications. In the past, classification trees were often generated by decision-tree methods and commonly used to solve classification problems. In this dissertation, we propose two GP-based knowledge-acquisition methods and two GP-based knowledge-integration methods to support knowledge acquisition and knowledge integration respectively in the knowledge management processes for classification tasks. In the two proposed knowledge-acquisition methods, the first one is fast and easy to find the desired classification tree. It may, however, generate a complicated classification tree. The second method then further modifies the first method and produces a more concise and applicatory classification tree than the first one. The classification tree obtained can be transferred into a rule set, which can then be fed into a knowledge base to support decision making and facilitate daily operations. Furthermore, in the two proposed knowledge-integration methods, the former method can automatically combine multiple knowledge sources into one integrated knowledge base; nevertheless, it focuses on a single time point to deal with such knowledge-integration problems. The latter method then extends the former one to handle integrating situations properly with different time points. Additionally, three new genetic operators are designed in the evolving process to remove redundancy, subsumption and contradiction, thus producing more concise and consistent classification rules than those without using them. Finally, the proposed methods are applied to credit card data and breast cancer data for evaluating their effectiveness. They are also compared with several well-known classification methods. The experimental results show the good performance and feasibility of the proposed approaches.
62

影響資訊系統開發團隊集體創意效能之關鍵因素

鄭秀華 Unknown Date (has links)
近年來,許多公司面臨需要透過資訊科技來獲取競爭優勢。各產業對於資訊系統的要求越來愈多,促使資訊系統的開發工作越加複雜,而使得成功完成資訊系統的開發變的日益困難。 軟體工程協會指出軟體能力成熟度整合模式(Capability Maturity Model Integration, CMMI)強調軟體開發需要追求開發程序的改善與程序的最佳化。透過程序的改善以降低軟體開發專案失敗的機率。根據創意的定義,資訊系統開發程序的改善是團隊創意的表現。 目前少有研究從創意的觀點探討資訊系統開發程序的改善。根據社會認知理論指出效能信念是解釋行為/產出的關鍵元素。學者們也證明創意自我效能對於創意的重要性。到目前為止,效能與創意的連結僅限於個人層次的研究。因此,本研究將以資訊系統開發程序改善為研究情境,進行集體效能與創意文獻的連結,提出資訊系統開發團隊集體創意效能之概念,並探討集體創意效能的前置因素與了解干擾集體創意效能形成的因素。 本研究採用部分最小平方法 (Partial Least Squares),分析98組開發資訊系統的學生團隊與61組開發資訊系統的業界團隊資料,以驗證研究模型。結果指出在學生團隊方面,團隊知識程度、成就動機、團隊知識整合能力會正向影響集體創意效能的形成;團隊互動程度會干擾團隊知識程度與集體創意效能的關係、專案複雜度會干擾團隊知識程度與集體創意效能的關係以及干擾團隊知識整合能力與集體創意效能的關係。在業界團隊方面,團隊知識程度、成就動機、團隊知識整合能力會正向影響集體創意效能的形成;團隊互動程度會干擾團隊知識程度與集體創意效能的關係、專案複雜度會干擾團隊知識程度與集體創意效能的關係、成就動機與集體創意效能的關係以及團隊知識整合能力與集體創意效能的關係。此外,本研究亦探討在不同專案複雜度的情境中,影響集體創意效能之前置因素。 / Numerous companies have recently employed information systems to obtain a competitive edge. The demand for many new and different information system (IS) applications has increased the scope and complexity of IS developing. Developing successful IS projects became difficult. Software Engineering Institute proposed Capability Maturity Model Integration (CMMI) that emphasized process optimization of software development. The improvement in software process can reduce the probability failure in development software. According to the definition of creativity, the improvement in software process is team creativity. However, there are few studies which discuss the issues about systems development process improvement from creative perspective. According to the social cognitive theory, efficacy is a key factor for interpreting behavior/products. Scholars demonstrated that creative self-efficacy is important to creativity. Previous researchers which studied the potential link between efficacy and creativity are focus on individual level. Thus, this study combined the literatures of collective efficacy and team creativity to propose a new construct (Collective creative efficacy, CCE) for information systems development teams, and explore the influences and moderators for CCE. 98 student project teams and 61 industry project teams are surveyed. Partial least squares (PLS) results demonstrate that team knowledge, achievement motivation and knowledge integration ability positively influenced CCE, team interaction positively moderated the relationships between team knowledge and CCE, and project complexity negatively moderated the relationships between team knowledge and CCE, and the relationships between knowledge integration capability and CCE in both samples. Project complexity positively moderated the relationships between achievement motivation and CCE in the model of industry project teams. An attempt is also made to understand the antecedents of CCE in different project complexity.
63

知識型團隊特性與知識管理策略關聯之研究

楊曙維, Yang, Sue-Wei Unknown Date (has links)
管理大師彼得。杜拉克(Peter F. Drucker)在1960年代即提出『知識工作』與『知識工作者』等觀點。之後,更在1993 年其著作-『後資本主義社會』(Post-Capitalist Society)當中表示,『我們正進入一個知識社會,在這個社會當中,基本的經濟資源將不再是資本(Capital)、自然資源(Natural Resources)或是勞力(Labor),而將是知識,而知識員工將成為其中的主角』。 在知識經濟的年代,創造力比生產力重要,再加上,知識工作者所想要的是挑戰性較高的工作,所以喜歡在成功的團體中工作(Dick Dove,1998)。今日,許多由知識型工作者組成的知識型團隊紛紛出現,也是因為一個案子的成功已不太可能是只靠一人之人所達成,而是集眾人之力,因此,本研究以知識型團隊為主角,欲了解知識型團隊的運作的過程。 本研究嘗試想用左腦工作者與右腦工作者為出發點,想找出不同的知識工作者所組成的知識型團隊的團隊特性是否有差異?此外,這些差異是否會造成知識型團隊在選擇知識管理策略時選擇方向的不同?於是,想以成功團隊為例,試圖找出各個知識型團隊在團隊本質、創意特性、團隊特性與知識整合上的一般性,期望以知識管理為一架構,做一個重新的詮釋。 最後,經由「個案分析法」,本研究歸納出以下幾點結論: (1)、知識型團隊的特性可分為「團隊構成(知識異質性)」、「團隊的任務(任務模糊性)」與「相互關係」。「團隊的任務」與「相互關係」具有正相關,當團隊的任務模糊性高時,團隊成員與成員間相互關係自然緊密;若任務模糊性低,成員與成員間的互動會減少、互動方式只有垂直式互動為必須,互相依賴的程度也會變少,造成成員間的相互關係為鬆散。而不同知識型團隊因具有不同的團隊特性導致團隊「知識管理策略」產生不同的情形。 (2)、知識型團隊特性會影響團隊的知識管理策略。「知識依附的方式」、「知識儲存與協調的方式」、「知識整合模式」、「知識整合機制」與「整合者角色」與「團隊的任務(任務模糊性)」及「相互關係」的關聯性最強,與「團隊構成(知識異質性)」的關聯性最弱。 (3)、知識型團隊特性會影響團隊的知識管理策略。「知識整合機制」與「開展性與整合性思考時間比例」與「團隊的任務(任務模糊性)」及「相互關係」的關聯性最弱,與「團隊構成(知識異質性)」的關聯性最強。 (4)、「學習機制」、「整合者類型」與知識型團隊特性無關。 期望這幾點研究發現能對未來後續研究有任何啟發,並能對「知識管理」領域有些許貢獻。 / In 1960s, Peter F. Drucker was the first person who mentioned that “knowledge worker”. Afterward, he proposed that “now the society is a knowledge society. In knowledge society, the most important resource is not capital, natural resources and labor, but knowledge. Knowledge workers will become the main actors.” in “Post-Capitalist Society” in 1993. In knowledge economy era, creativity is more critical than productivity. Besides, knowledge workers want to work in more challenge environment, therefore, they want to work for successful teams. (Dick Dove, 1998) Nowadays, many knowledge teams emerge, because one project could not succeed by only one man’s effort. Therefore, knowledge team was selected as main actor in this investigation. In addition, it uses different types of knowledge workers as starting point in this work. It hopes to find some connections between “knowledge team’s characteristics” and “knowledge management strategies”. Also, it uses “case study method” to develop and summarize primary and secondary materials in this investigation. The aim of this study is as the follow: (1) To summarize “knowledge team’s characteristics” from practice of four cases. (2) To find the connections between “knowledge team’s characteristics” and “learning mechanism”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “learning mechanism” selections. (3) To find the connections between “knowledge team’s characteristics” and “the knowledge depending way”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “the knowledge depending way” selections. (4) To find the connections between “knowledge team’s characteristics” and “the knowledge storage and coordination way”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “the knowledge storage and coordination way” selections. (5) To find the connections between “knowledge team’s characteristics” and “the knowledge integration model”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “the knowledge integration model” selections. (6) To find the connections between “knowledge team’s characteristics” and “the knowledge integration mechanism”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “the knowledge integration mechanism” selections. (7) To find the connections between “knowledge team’s characteristics” and “the types of knowledge integrator”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “the types of knowledge integrator” selections. (8) To find the connections between “knowledge team’s characteristics” and “the role of knowledge integrator”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “the role of knowledge integrator” selections. (9) To find the connections between “knowledge team’s characteristics” and “the time ratio of opening and integration thinking”. Also, it will analyze which “knowledge team’s characteristics” effects the knowledge team’s “the time percentage of opening and integration thinking” selections. After doing interview and analysis, it gets several conclusions in this investigation: 1、“Knowledge team’s characteristics” can be divide into three parts:   A “The composition of team” B “The task of team”   C “The interrelation of team” There is an interesting thing among those three parts. “The task of team” is proportional to “The interrelation of team”. In other words, if “The task of team” is very hard, all teammates will interact frequently and job overlap is often. Then, “The interrelation of team” will be very closed.  2、“Knowledge team’s characteristics” influence knowledge team’s “Knowledge Management Strategy”. In this investigation, “The task of team” effects knowledge team’s decision about “Knowledge Management Strategy” in several aspects, “The knowledge depending way”, “The knowledge storage and coordination way”, “The knowledge integration model”, ”The knowledge integration mechanism” and “The role of knowledge integrator”. 3、“Knowledge team’s characteristics” influence knowledge team’s “Knowledge Management Strategy”. In this investigation, “The composition of team” effects knowledge team’s decision about “Knowledge Management Strategy” in several aspects, ”The knowledge integration mechanism” and “The time ratio of opening and integration thinking”. 4、There is not any correlation between “Learning mechanism”, “The types of knowledge integrator” and “Knowledge team’s characteristics”.
64

The Dawn of a New Era : A Case Study of an Incumbent Car Manufacturer’s Transition to Electric Cars

Modiri, Yashar, Olsson, Oskar January 2020 (has links)
How do firms tend to their current viability while remaining competitive in the long-term? This question lays out the basis for this thesis by highlighting their conflicting logics through the concept of organizational ambidexterity. Literature makes a distinction between competing in mature markets and existing technologies (exploitation) versus new markets and new technologies (exploration). The preponderance of studies shows that, as firms grow larger, they tend to form core rigidities in their culture, structure and processes that hamper their efforts to adapt to the changing environment. By overemphasizing exploitative activities, future challenges or opportunities remain unexplored which can have a devastating effect in the event of radical, external changes. The cases of Nokia and Kodak should serve as cautionary tales in this regard. The automotive industry is currently undergoing a transition to electric cars. We conduct a case study at Volvo Cars from a senior leadership perspective, to illustrate the importance of exploration and how it can be legitimized during an industry transformation. Our work points to three major findings. First, communicating the importance of the transformation with the rest of the organization is imperative to creating goal alignment. Secondly, interorganizational collaboration in R&D helps Volvo to tap into knowledge that resides outside the organization and thereby increasing the chances of a successful transition to electric cars. Thirdly, agile management contributes to knowledge diffusion and is a powerful tool to counter organizational inertia by adding to firms’ speed and responsiveness, making them act more similarly to smaller, entrepreneurial firms.
65

Enterprise Modeling As a Competitive Advantage

Nouraei, Bahram, Filipa Duarte Ferreira, Angela January 2020 (has links)
This paper investigates the contribution of enterprise modeling to the emergence and sustainability of the firm’s competitive advantage using the theoretical model developed by Chandra S. Mishra (2017). Agility, alertness, knowledge integration and business model mechanisms have been identified as the main sources of competitive advantage. Four semi-structured interviews were conducted with experts and senior enterprise modeling consultants with diverse national and international experiences, based on which a qualitative content analysis was done. The study shows that enterprise modeling has an enhancing effect on corporate agility stimulating collaboration and effective communication among organizational members as well as enabling the company to exploit turbulence in the business environment through systematizing and facilitating change management. Enterprise models were also found to be effective for strengthening the firm’s structural capital through stimulating constant problematization of the business model, streamlining the organizational processes and increasing alertness about the procedural inefficiencies and automation potential. However, the understandability of the business model is found to be increased through enterprise modeling at the expense of reducing tacitness. Therefore, more research is needed to confirm the influence of enterprise modeling on the firm’s isolating mechanisms to investigate to what extent enterprise models should be considered as company secrets.
66

Wissensgemeinschaften in Wirtschaft, Wissenschaft und öffentlicher Verwaltung / Knowledge Communities in Business, Science and Public Administration : Proceedings of 20th Conference GeNeMe

23 March 2018 (has links) (PDF)
Die 20. Tagung der Gemeinschaften in Neuen Medien (GeNeMe) stellt innovative Technologien und Prozesse zur Organisation, Kooperation und Kommunikation in virtuellen Gemeinschaften vor und bildet ein Forum zum fachlichen Austausch insbesondere in den Themenfeldern Wissensmanagement und E-Learning. Diskutiert werden nicht nur technologische oder ökonomische Gesichtspunkte der Nutzung neuer Medien, vielmehr werden auch soziologische, psychologische, personalwirtschaftliche, didaktische und rechtliche Aspekte betrachtet. Die GeNeMe richtet sich an Experten aus Forschung und Industrie und sucht den Erfahrungsaustausch zwischen Teilnehmern verschiedenster Fachrichtungen, Organisationen und Institutionen aus Wirtschaft und Verwaltung. Die aktuell diskutierten digitalen Transformationsprozesse (Industrie 4.0, IoT) prägen die GeNeMe 2017. Im Fokus stehen Innovation und Forschung, Methoden und Werkzeuge zur digitalen Abbildung wissens-intensiver Zusammenarbeit in zunehmend heterogener werdenden Gemeinschaften (augmented knowledge communities). Weitere Impulse kommen aus den Themenfeldern der Wissensvisualisierung und der Wissensarchitektur. Neben den informatischen und medientechnologischen Analysen findet auch die Praxis der (organisationalen) Wissensintegration, sei es durch Wissensmanagement, Lern- oder Bildungsprozesse, Beachtung. Die GeNeMe 2017 lädt Referenten und Gäste ein, die Trends aus der Praxis in den Blick zu nehmen und zu analysieren. Insgesamt bestimmen unsere Antworten auf offene Fragen mehr denn je, wie sich professionelles und privates Handeln gestalten lässt. Die weiterhin zunehmende Mobilität moderner multimedialer Systeme wie Smartphones und Tablets erschließt auch den letzten Bereich, eine hohe Verfügbarkeit bzw. Immersion sind die Folge. [... aus der Einleitung] / The 20th Communities in New Media (GeNeMe) Conference presents innovative technologies and processes for the organization, cooperation, and communication in virtual communities. It is a forum for professional exchange especially in the fields of knowledge management and online learning. The conference focuses not only on technological and economic aspects of the use of new media, but takes a closer look at sociological, psychological, economic, didactic, and legal facets as well. GeNeMe is geared towards experts from research and industry. It is designed to promote practical and scholarly insights among participants from various disciplines, organizations, and institutions from academia, business and administration. The currently discussed digital transformation processes (Industry 4.0, IoT) are the most prominent topics of the GeNeMe 2017. The focus lays on innovation and research, constituting pivotal methods and tools for digitally mapping knowledge-intensive cooperation in increasingly heterogeneous communities (augmented knowledge communities). The fields of knowledge visualization and knowledge-based architecture provide additional stimuli. In addition to the informal and media-technological analyses, the practice of (organizational) knowledge integration, whether through knowledge management, learning or education processes, is also considered. The GeNeMe 2017 invites speakers and guests to take a closer look at current trends. Overall, our answers to outstanding questions determine more than ever how professional and private action can be shaped. The ever-increasing mobility of modern multi-media systems such as smartphones and tablets technologizes every part of life, resulting in high availability and / or immersion. [... from the introduction]
67

Wissensgemeinschaften in Wirtschaft, Wissenschaft und öffentlicher Verwaltung: 20. Workshop GeNeMe'17 Gemeinschaften in Neuen Medien: Dresden, 18.-20.10.2017

Köhler, Thomas, Schoop, Eric, Kahnwald, Nina 23 March 2018 (has links)
Die 20. Tagung der Gemeinschaften in Neuen Medien (GeNeMe) stellt innovative Technologien und Prozesse zur Organisation, Kooperation und Kommunikation in virtuellen Gemeinschaften vor und bildet ein Forum zum fachlichen Austausch insbesondere in den Themenfeldern Wissensmanagement und E-Learning. Diskutiert werden nicht nur technologische oder ökonomische Gesichtspunkte der Nutzung neuer Medien, vielmehr werden auch soziologische, psychologische, personalwirtschaftliche, didaktische und rechtliche Aspekte betrachtet. Die GeNeMe richtet sich an Experten aus Forschung und Industrie und sucht den Erfahrungsaustausch zwischen Teilnehmern verschiedenster Fachrichtungen, Organisationen und Institutionen aus Wirtschaft und Verwaltung. Die aktuell diskutierten digitalen Transformationsprozesse (Industrie 4.0, IoT) prägen die GeNeMe 2017. Im Fokus stehen Innovation und Forschung, Methoden und Werkzeuge zur digitalen Abbildung wissens-intensiver Zusammenarbeit in zunehmend heterogener werdenden Gemeinschaften (augmented knowledge communities). Weitere Impulse kommen aus den Themenfeldern der Wissensvisualisierung und der Wissensarchitektur. Neben den informatischen und medientechnologischen Analysen findet auch die Praxis der (organisationalen) Wissensintegration, sei es durch Wissensmanagement, Lern- oder Bildungsprozesse, Beachtung. Die GeNeMe 2017 lädt Referenten und Gäste ein, die Trends aus der Praxis in den Blick zu nehmen und zu analysieren. Insgesamt bestimmen unsere Antworten auf offene Fragen mehr denn je, wie sich professionelles und privates Handeln gestalten lässt. Die weiterhin zunehmende Mobilität moderner multimedialer Systeme wie Smartphones und Tablets erschließt auch den letzten Bereich, eine hohe Verfügbarkeit bzw. Immersion sind die Folge. [... aus der Einleitung]:Wissensgemeinschaften in Wirtschaft, Wissenschaft und öffentlicher Verwaltung ... XVIII Knowledge Communities in Business, Science and Public Administration ... XXII Keynotes – eingeladene Vorträge ... 1 Keynote zur Eröffnungsveranstaltung am 18.Oktober 2017 im Stadtmuseum Dresden ... 1 E-Kompetenzen in der öffentlichen Verwaltung ... 3 Digitale Transformation – Beispiele aus der Praxis. Neue Wege zum Kunden. Neue Geschäftsmodelle. Neue Wege in Produktion und Kollaboration ... 8 Community Manager, Handlungs- und Informationsmanagement in Online Communities ... 14 Rahmenbedingungen und Anreize zur Gestaltung proaktiver Lern- und Wissenscommunities: Anforderungen an das Community Management ... 14 “With A Little Help From My (Online?) Friends” – A Comparison of Support Seeking, Receiving and Providing Support in Online and Offline Communities ... 26 How to ensure sustainability within online communities? Raising the problem from the point of view of the Erasmus Plus project “European Social Entrepreneurs” ... 39 Der MOOC „Ready for Study“: Kompetenzorientiertes Lernen in heterogenen Gruppen ... 45 Öffentliche Verwaltung: Infrastruktur und Anwendungsfelder Sozialer Gemeinschaften ... 57 Anwendung der E-Kompetenzstudie im IT-Bereich einer kommunalen Behörde ... 57 Die Katastrophe im Blick – Navigation durch die (Informations-) Flut ... 67 The link between information technology, performance management and school effectiveness: An empirical study in German schools ... 76 Online Communities und Digitale Wissensarchitektur ... 80 Entrepreneurship on the Road: Sensibilisierung für Digital Business Modeling & Marketing in mobilen Innovationslaboren ... 80 Gestaltung von Smart Learning Environments in der betrieblichen Weiterbildung als interdisziplinäre Herausforderung ... 89 Absorptive Capacity in Startup´s – Organisationale sowie externe Determinanten und ihr Einfluss auf die Wissensakquise junger Unternehmen ... 99 Diskursanalysen und empirische Analysen und Technologien ... 108 Analyse wissenschaftlicher Konferenz-Tweets mittels Codebook und der Software Tweet Classifier ... 108 Listening to the Crowd: Einsatzmöglichkeiten der Diskursstrukturanalyse für die Partizipation in der Stadtplanung ... 118 Usability von Fragebogen auf mobilen Endgeräten ...125 Auf die Typen kommt es an. Eine empirische Analyse studentischer Spielertypen ... 137 Learning und Academic Analytics in Lernmanagementsystemen (LMS): Herausforderungen und Handlungsfelder im nationalen Hochschulkontext ... 145 Customer Satisfaction in Networked Narratives – Exploring the applicability of ECT in Alternate Reality Games ... 162 Wissensbasierte online- (Zusammen-) Arbeit in Lehre und Forschung ... 172 Student Readiness for Online Learning – A case study in rural Bolivia ... 172 Measuring Knowledge in Computer Network Vocational Training by Monitoring Learning Style Preferences of Students ... 183 Vermittlung von digitalen Fähigkeiten in außerschulischen Lernorten. Das europäische Kooperationsprojekt Codemob an der Schnittstelle zwischen Forschung und Praxis ... 196 Digitalisierung in den Köpfen verankern – am Beispiel eines mittelständischen Unternehmens ... 201 Open Educational Resources (OER) in Sachsen Status Quo – Potentiale – Herausforderungen ... 205 Wissenshäppchen als Facebook Instant Article – ein durchaus mögliches Zukunftsszenario ... 214 Video Based Cooperation in Education ... 221 Videoportalsysteme in der Hochschule – Ergebnisse eines Systemfunktionsvergleichs für den Videocampus Sachsen ... 221 Videocampus Sachsen – Pilotplattform ... 230 Video-enhanced Reflection in Iran: Impacts of Gender and Experience ... 234 Computergestützte berufliche Weiterbildung von Sportlehrkräften ... 249 Mixed Reality Konzepte für Online Gemeinschaften ... 259 Welche Gamification motiviert? Ein Experiment zu Abzeichen, Feedback, Fortschrittsanzeige und Story ... 259 Catch them all! - Pokémon Go führt zu steigender physischer Aktivität und sozialer Zugehörigkeit ... 269 Erfahrungen zur Nutzung von Mixed und Virtual Reality im Lehralltag an der HTW Dresden ... 280 Open Work Space ... 292 Lernwelten 4.0 – Ein Open Work Space zur GeNeMe 2017 ... 292 Adress- und Autorenverzeichnis ... 295 / The 20th Communities in New Media (GeNeMe) Conference presents innovative technologies and processes for the organization, cooperation, and communication in virtual communities. It is a forum for professional exchange especially in the fields of knowledge management and online learning. The conference focuses not only on technological and economic aspects of the use of new media, but takes a closer look at sociological, psychological, economic, didactic, and legal facets as well. GeNeMe is geared towards experts from research and industry. It is designed to promote practical and scholarly insights among participants from various disciplines, organizations, and institutions from academia, business and administration. The currently discussed digital transformation processes (Industry 4.0, IoT) are the most prominent topics of the GeNeMe 2017. The focus lays on innovation and research, constituting pivotal methods and tools for digitally mapping knowledge-intensive cooperation in increasingly heterogeneous communities (augmented knowledge communities). The fields of knowledge visualization and knowledge-based architecture provide additional stimuli. In addition to the informal and media-technological analyses, the practice of (organizational) knowledge integration, whether through knowledge management, learning or education processes, is also considered. The GeNeMe 2017 invites speakers and guests to take a closer look at current trends. Overall, our answers to outstanding questions determine more than ever how professional and private action can be shaped. The ever-increasing mobility of modern multi-media systems such as smartphones and tablets technologizes every part of life, resulting in high availability and / or immersion. [... from the introduction]:Wissensgemeinschaften in Wirtschaft, Wissenschaft und öffentlicher Verwaltung ... XVIII Knowledge Communities in Business, Science and Public Administration ... XXII Keynotes – eingeladene Vorträge ... 1 Keynote zur Eröffnungsveranstaltung am 18.Oktober 2017 im Stadtmuseum Dresden ... 1 E-Kompetenzen in der öffentlichen Verwaltung ... 3 Digitale Transformation – Beispiele aus der Praxis. Neue Wege zum Kunden. Neue Geschäftsmodelle. Neue Wege in Produktion und Kollaboration ... 8 Community Manager, Handlungs- und Informationsmanagement in Online Communities ... 14 Rahmenbedingungen und Anreize zur Gestaltung proaktiver Lern- und Wissenscommunities: Anforderungen an das Community Management ... 14 “With A Little Help From My (Online?) Friends” – A Comparison of Support Seeking, Receiving and Providing Support in Online and Offline Communities ... 26 How to ensure sustainability within online communities? Raising the problem from the point of view of the Erasmus Plus project “European Social Entrepreneurs” ... 39 Der MOOC „Ready for Study“: Kompetenzorientiertes Lernen in heterogenen Gruppen ... 45 Öffentliche Verwaltung: Infrastruktur und Anwendungsfelder Sozialer Gemeinschaften ... 57 Anwendung der E-Kompetenzstudie im IT-Bereich einer kommunalen Behörde ... 57 Die Katastrophe im Blick – Navigation durch die (Informations-) Flut ... 67 The link between information technology, performance management and school effectiveness: An empirical study in German schools ... 76 Online Communities und Digitale Wissensarchitektur ... 80 Entrepreneurship on the Road: Sensibilisierung für Digital Business Modeling & Marketing in mobilen Innovationslaboren ... 80 Gestaltung von Smart Learning Environments in der betrieblichen Weiterbildung als interdisziplinäre Herausforderung ... 89 Absorptive Capacity in Startup´s – Organisationale sowie externe Determinanten und ihr Einfluss auf die Wissensakquise junger Unternehmen ... 99 Diskursanalysen und empirische Analysen und Technologien ... 108 Analyse wissenschaftlicher Konferenz-Tweets mittels Codebook und der Software Tweet Classifier ... 108 Listening to the Crowd: Einsatzmöglichkeiten der Diskursstrukturanalyse für die Partizipation in der Stadtplanung ... 118 Usability von Fragebogen auf mobilen Endgeräten ...125 Auf die Typen kommt es an. Eine empirische Analyse studentischer Spielertypen ... 137 Learning und Academic Analytics in Lernmanagementsystemen (LMS): Herausforderungen und Handlungsfelder im nationalen Hochschulkontext ... 145 Customer Satisfaction in Networked Narratives – Exploring the applicability of ECT in Alternate Reality Games ... 162 Wissensbasierte online- (Zusammen-) Arbeit in Lehre und Forschung ... 172 Student Readiness for Online Learning – A case study in rural Bolivia ... 172 Measuring Knowledge in Computer Network Vocational Training by Monitoring Learning Style Preferences of Students ... 183 Vermittlung von digitalen Fähigkeiten in außerschulischen Lernorten. Das europäische Kooperationsprojekt Codemob an der Schnittstelle zwischen Forschung und Praxis ... 196 Digitalisierung in den Köpfen verankern – am Beispiel eines mittelständischen Unternehmens ... 201 Open Educational Resources (OER) in Sachsen Status Quo – Potentiale – Herausforderungen ... 205 Wissenshäppchen als Facebook Instant Article – ein durchaus mögliches Zukunftsszenario ... 214 Video Based Cooperation in Education ... 221 Videoportalsysteme in der Hochschule – Ergebnisse eines Systemfunktionsvergleichs für den Videocampus Sachsen ... 221 Videocampus Sachsen – Pilotplattform ... 230 Video-enhanced Reflection in Iran: Impacts of Gender and Experience ... 234 Computergestützte berufliche Weiterbildung von Sportlehrkräften ... 249 Mixed Reality Konzepte für Online Gemeinschaften ... 259 Welche Gamification motiviert? Ein Experiment zu Abzeichen, Feedback, Fortschrittsanzeige und Story ... 259 Catch them all! - Pokémon Go führt zu steigender physischer Aktivität und sozialer Zugehörigkeit ... 269 Erfahrungen zur Nutzung von Mixed und Virtual Reality im Lehralltag an der HTW Dresden ... 280 Open Work Space ... 292 Lernwelten 4.0 – Ein Open Work Space zur GeNeMe 2017 ... 292 Adress- und Autorenverzeichnis ... 295

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