848 resultados para Creativity. Creativity techniques. Craft products. Innovation. CREATION
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Economists and economic historians want to know how much better life is today than in the past.Fifty years ago economic historians found surprisingly small gains from 19th century US railroads,while more recently economists have found relatively large gains from electricity, computers and cellphones. In each case the implicit or explicit assumption is that researchers were measuring the valueof a new good to society. In this paper we use the same techniques to find the value to society ofmaking existing goods cheaper. Henry Ford did not invent the car, and the inventors of mechanisedcotton spinning in the industrial revolution invented no new product. But both made existing productsdramatically cheaper, bringing them into the reach of many more consumers. That in turn haspotentially large welfare effects. We find that the consumer surplus of Henry Ford s production linewas around 2% by 1923, 15 years after Ford began to implement the moving assembly line, while themechanisation of cotton spinning was worth around 6% by 1820, 34 years after its initial invention.Both are large: of the same order of magnitude as consumer expenditure on these items, and as largeor larger than the value of the internet to consumers. On the social savings measure traditionally usedby economic historians, these process innovations were worth 15% and 18% respectively, makingthem more important than railroads. Our results remind us that process innovations can be at least asimportant for welfare and productivity as the invention of new products.
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The author reviews past work with Ibict and the global progress made by the Open Access Movement. He postulates a theory of open access being an example of a complex adaptive system created by Internet-based scholarly publishing. Open access could be the cause of a cascade of increasing complexity and opportunities that will reshape this system. He has chosen the pervasive and global "Connectedness" created by the internet and the content spaces it provides for open access collections as a "simple disruptive agent". He discusses how connectedness influences infinite variety, creativity, work, change, knowledge, and the information economy. Case studies from the University of New Mexico Libraries are used where appropriate.
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El objetivo principal de este proyecto es desarrollar más a fondo y consolidar los objetivos formativos y competencias del grado en Estudios Ingleses a través de un trabajo de escritura creativa, en concreto, la creación de una obra teatral original. Este trabajo consiste en, por un lado, una introducción al Naturalismo, como género literario en un marco cultural y metodológico, y por otro lado, la creación personal de una obra naturalista que incluye la primera parte del manuscrito. Este proyecto incluye un proceso completo de creatividad justificado gracias a las principales teorías de algunos escritores naturalistas, como: Émile Zola – como precursor del Naturalismo – y August Strindberg como uno de los mayores mentores de este género literario. Los resultados obtenidos en este trabajo son: la creación de una obra teatral original, una especialización en el movimiento Naturalista aplicado al teatro contemporáneo, y un profundo conocimiento de la lengua inglesa a través de la perspectiva de un dramaturgo.
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Peer-reviewed
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The driving forces of technology and globalization continuously transform the business landscape in a way which undermines the existing strategies and innovations of organizations. The challenge for organizations is to establish such conditions where they are able to create new knowledge for innovative business ideas in interaction between other organizations and individuals. Innovation processes continuously need new external stimulations and seek new ideas, new information and knowledge locating more and more outside traditional organizational boundaries. In several studies, the early phases of the innovation process have been considered as the most critical ones. During these phases, the innovation process can emerge or conclude. External knowledge acquirement and utilization are noticed to be important at this stage of the innovation process giving information about the development of future markets and needs for new innovative businessideas. To make it possible, new methods and approaches to manage proactive knowledge creation and sharing activities are needed. In this study, knowledge creation and sharing in the early phases of the innovation process has been studied, and the understanding of knowledge management in the innovation process in an open and collaborative context advanced. Furthermore, the innovation management methods in this study are combined in a novel way to establish an open innovation process and tested in real-life cases. For these purposes two complementary and sequentially applied group work methods - the heuristic scenario method and the idea generation process - are examined by focusing the research on the support of the open knowledge creation and sharing process. The research objective of this thesis concerns two doctrines: the innovation management including the knowledge management, and the futures research concerning the scenario paradigm. This thesis also applies the group decision support system (GDSS) in the idea generation process to utilize the converged knowledge during the scenario process.
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Diagrams and tools help to support task modelling in engi- neering and process management. Unfortunately they are unfit to help in a business context at a strategic level, because of the flexibility needed for creative thinking and user friendly interactions. We propose a tool which bridges the gap between freedom of actions, encouraging creativity, and constraints, allowing validation and advanced features.
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This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students profiles. In total, teachers developed 13 GBL scenarios and put them into practice in real teaching contexts. The present paper analyses the impacts of this learner-centred game design approach on teachers" creativity from three different points of view: the GBL design process, the GBL scenario, and the teaching processes at stake.
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Les darreres publicacions sobre els inicis de les tècniques Freinet a les escoles de l’Estat espanyol són una bona oportunitat per conèixer les aportacions dels mestres que van apostar per una renovació pedagògica, i posen de manifest la vigència de les pràctiques del pedagog Célestin Freinet. La nostra aportació recull i relaciona les idees principals d’alguns dels estudis recents sobre les tècniques Freinet, relacionades amb l’aprenentatge del llenguatge, amb l’objectiu de ressenyar alguns aspectes importants de les investigacions i fer un breu repàs a la figura dels mestres que impulsaren l’ús de la impremta a l’escola, la creació de les revistes escolars i els llibres de vida a l’Estat espanyol. Propostes basades en la manipulació, el tempteig experimental, la necessitat d’expressió de l’infant, el foment de la reflexió lingüística i la creativitat, que van renovar l’enfocament de l’aprenentatge de la lectura i l’escriptura i que es reivindiquen com a pràctiques útils actualment. Es pretén contribuir a la difusió del valuós llegat dels mestres que van creure en una escola renovada i, al mateix temps, a la recuperació de les bases del seu ideari pedagògic. La vitalitat de les recerques actuals és una mostra del creixent interès per recuperar les aportacions de Freinet, per conèixer el nostre passat i poder reflexionar sobre la millora de la pràctica docent present i de futur.
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Innovativity and cooperative learning in business life and teaching The study comprises four articles and a summary, which analyse the concepts of innovation and innovativity and the cooperative learning connected to the innovation processes of companies. Th e study comments on what is innovativity. Another point of inspection is how the cooperative learning theory constructed on the basis of educational science lends it self to inspecting business innovations. At the end, we ponder upon how the concepts of innovativity can be used to inspect teachers’ activities. The studied business innovations were chosen on after considering expert statements. The key personnel in the innovation process were interviewed. The concept of innovation is inspected especially with the aid of concept analysis. The pedagogical innovativity study based on the view of education specialists in quantitative and the data was collected with a questionnaire created on the basis of previous research and literature. Different research methods were used in the studies, thus mixed methods were used for the whole of the doctoral thesis. The starting point for the whole, grounded theory, has to be understood here as a research strategy as well as a research method and data analysis method. The results show that innovativity is creativity that demands versatile learning and has positive eff ects on the process or event in practice. The results also show that in successful innovation businesses cooperative learning is something that has been found instead of searched. Cooperative learning can be seen as characteristic for innovation businesses. The five stage division of cooperative learning creates a useful method of analysing learning in innovation businesses. Innovativity connected to cooperative learning seems to make the creation of innovations possible. In addition to this, the results also show that a teacher’s innovativity is connected to reforms and an attitude that embraces them. Versatile learning in the individual and community is a prerequisite for innovativity. It is important that the teacher has a continuous will to renew teaching methods and combine work and teaching methods. The basic requirements are pedagogical vocational profi ciency and resourcefulness in everyday work.
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Työn tavoitteena oli tutkia innovaatioita ja organisaation innovaatiokyvykkyyttä, innovaatiokyvykkyyden taustatekijöitä sekä innovaatioprosessin alkupään (Fuzzy Front End, FFE) sekä siinä tapahtuvan päätöksenteon johtamista. Lisäksi tavoitteena oli suunnitella innovaatioprosessin alkupään toimintamalli selkeyttämään toimintaa prosessin alkupäässä sekä antaa toimenpide-ehdotuksia ja suosituksia. Tutkimuksen teoriaosuus tehtiin kirjallisuustutkimuksena. Tutkimuksen empiirinen osuus suoritettiin case -analyysinä yrityksen henkilöhaastattelu- ja toimintatutkimuksen muodossa. Innovaatioprosessin alkupäähän on tunnistettu toimintamalleja, joilla selkeytetään ja tehostetaan prosessin alkupään vaiheita. Vaiheet ovat mahdollisuuksien tunnistaminen, mahdollisuuksien analysointi, ideointi, ideoiden valitseminen ja konsepti- ja teknologiakehitys. Innovaatioprosessin rinnalla kulkee päätöksenteon prosessi, jonka suhteen tunnistetaan selkeät päätöksentekokohdat ja kriteerit prosessissa etenemiselle. Innovaatio- ja päätöksentekoprosessiin osallistuu eri vaiheissa sekä yrityksen sisäiset, kuten henkilöstö, että ulkoiset, kuten asiakkaat, toimittajat ja verkostokumppanit, sidosryhmät. Lisäksi innovaatioprosessin toimintaan vaikuttavat johdon tuki ja sitoutuminen, osallistujien kyky luovuuteen sekä muut innovaatiokyvykkyyden taustatekijät. Kaikki nämä tekijät tulee huomioida innovaatioprosessin alkupään mallia suunniteltaessa. Tutkimus tehtiin tietoliikennealan yrityksen tarpeisiin. Yrityksessä on käytössä aloitetoimintaa, mutta sen ei koeta tarjoavan riittävästi ideoita yrityksen tuotekehityksen tarpeisiin. Yrityksen henkilöstön innovaatiopotentiaali on suuri, mikä halutaan hyödyntää paremmin suunnittelemalla yrityksen käyttöön soveltuva, innovaatioprosessin alkupään toimintaan ohjaava, vakioitu ja henkilöstöä ja muita yhteistyötahoja, kuten asiakkaita, osallistava toimintamalli. Toimenpide-ehdotuksina ja suosituksina esitetään innovaatioprosessin alkupään johtamisen toimintamallia. Esitetyssä mallissa määritellään vaiheet, menetelmät, päätöksenteko ja vastuut. Toimintamalli esitetään soveltuen yhdistettäväksi yrityksessä käytössä olevaan innovaatioprosessin loppupään, tuotekehitysprojektien läpiviemisen, malliin.
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Avhandlingen har sitt utspring i mitt engasjement for elevers møte med kunst i grunnskolen i faget kunst og håndverk og mitt syn på ungdom som kompetente bidragsytere til forskningen om fenomener som angår deres liv. Elevene er informanter til, eller aktører i, forskning på fenomenet dialog med kunst. Dialog med kunst er her definert som en helhetlig prosess som innlemmer alt fra elevenes møte med visuelle kunstverk til deres eget skapende arbeid. At avhandlingens fagdidaktiske problemområde er elevers praktisk skapende virksomhet, knytter undersøkelsen til slöjdpedagogisk forskning. Avhandlingens overgripende hensikt er å bidra til utvikling av fagdidaktikken i kunst og håndverk med utgangspunkt i elevenes erfaringer med kunstundervisningens innhold og metode på ungdomsskoletrinnet. Studien består av kasusstudier på to ungdomsskoler. Data ble innsamlet igjennom intervjuer, deltakende observasjon, dokumenter, prosessbøker og foto av formingsprodukter. Ungdoms dialog med kunst i skolen blir analysert og fremstilt ut fra et erfart og et operasjonalisert perspektiv. Funnene speiles i ulike fagdidaktiske tendenser, det vil si ulike hovedoppfatninger i debatten om det moderne samfunn, og i et virksomhetsteoretisk perspektiv. Resultatene fra undersøkelsen utfordrer oss til en fagdidaktisk nyorientering når det gjelder ungdoms møte med kunstverk i skolen, i retning av et mer ungdomskulturelt innhold og relasjonelle kunstmøter som er narrative, tolkningsorientert, opplevelsesorientert, dialogiske og flerstemmige. Undersøkelsen viser at elevene liker det praktisk skapende arbeidet, men at undervisningen i sterkere grad bør ta i bruk digital kunnskap og handle om hvordan kunst kan brukes som utgangspunkt for skapende arbeid, og den bør legge til rette for det læringspotensialet som ligger i dialogen elevene imellom. Elevene liker en undervisning som ikke bare handler om estetiske virkemidler, materialer og teknikker, men også om kommunikasjon og ytringsfrihet. Resultatene viser at det frie skapende arbeid består av tre likeverdige aspekter: det individuelle, det kulturelle og det sosiale. Både funnene og avhandlingens virksomhetsteoretiske perspektiv kan bidra til diskursen om kreativitetsbegrepet og identitetskonstruksjon i vårt moderne samfunn. Virksomhetssystemet blir i denne avhandlingen utviklet til en teori for skapende arbeid i faget kunst og håndverk, et overgripende fagdidaktisk rammeverk for bild/bildkonst og slöjdfaget satt inn i et nordisk utdanningsperspektiv.