909 resultados para Web 2.0 - Innovation process


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The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation of machinima, a Web 2.0 technology, as part of an interdisciplinary and collaborative project where the focus is not on the mastery of the tools or the acquisition of predetermined knowledge, but on the development of learning engagement. We provide the case study of a pilot project involving students across two Arts disciplines collaborating via the game, World of Warcraft, to produce an animated adaptation of one of Geoffrey Chaucer's Canterbury Tales. Their contributions were differently assessed according to the pre-existing requirements of their home disciplines. We argue that the assessment in such projects, in conjunction with innovations and experimentation with Web 2.0 technologies, should shift from an emphasis on product to process. We believe that this has a sound pedagogical and theoretical foundation, and also fits better with the increasingly digitalised, unfixed and interdisciplinary world that students will face on graduation.

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The focus of this research was to explore how social and participatory media could be used to enhance the face-to-face teaching and learning process. Action research was used to design learning that valued the students’ own experiences and to encourage students to create, connect and form a partnership in the learning process: hence supporting students' strengths and abilities. To monitor and participate in the use of social media required an increase in the teacher's work time. As a partial counter-balance, it was found that the teacher/researcher successfully reduced her time spent on correction by implementing peer and self-assessment and by making more effective use of classroom observations. This led to a valuable triangulation of assessment data. Reviewing many of the screen clips collected in this study, one can see the diversity of roles and activities in which the students were engaged, and their development over time through the action research cycle. Combining Web 2.0, face-to-face teaching and social media, where students made online friends and used pseudonyms, provided students with more choices and flexibility when working, communicating and learning. This research may help curriculum developers interweave new technologies, new literacies and multimodal learning methods into day-to-day learning programs. The developed methods of learning and designs should also be transferable to other educational learning environments.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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The aim of this paper is to discuss the importance of training teachers to use Web 2.0 in the classroom. Its intention was to fi nd out whether students are familiar with the main Web 2.0 resources and know how to exploit their potential in the development of teaching activities. In addition to the literature review, we developed a fi eld exploratory-descriptive research. The research was held in a private university located in the city of Bauru (São Paulo State, Brazil). We selected 213 students enrolled in “Supervised Training III” course, which is part of the teacher training curriculum available for students in the second year of undergraduate course. Results concluded that the students surveyed have access to computers and the Internet, are relatively skilled in handling the available tools and recognize the importance of including them in the teaching and learning process. The students demonstrate diffi culty using the web in a didactic manner, particularly the Web 2.0, which involves a focus on users and collaboration. Therefore, the article points to the need to rethink teacher training courses in order to include practical activities aimed at the use of technology as a teaching resource.

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L’elaborato ha lo scopo di presentare le nuove opportunità di business offerte dal Web. Il rivoluzionario cambiamento che la pervasività della Rete e tutte le attività correlate stanno portando, ha posto le aziende davanti ad un diverso modo di relazionarsi con i propri consumatori, che sono sempre più informati, consapevoli ed esigenti, e con la concorrenza. La sfida da accettare per rimanere competitivi sul mercato è significativa e il mutamento in rapido sviluppo: gli aspetti che contraddistinguono questo nuovo paradigma digitale sono, infatti, velocità, mutevolezza, ma al tempo stesso misurabilità, ponderabilità, previsione. Grazie agli strumenti tecnologici a disposizione e alle dinamiche proprie dei diversi spazi web (siti, social network, blog, forum) è possibile tracciare più facilmente, rispetto al passato, l’impatto di iniziative, lanci di prodotto, promozioni e pubblicità, misurandone il ritorno sull’investimento, oltre che la percezione dell’utente finale. Un approccio datacentrico al marketing, attraverso analisi di monitoraggio della rete, permette quindi al brand investimenti più mirati e ponderati sulla base di stime e previsioni. Tra le più significative strategie di marketing digitale sono citate: social advertising, keyword advertising, digital PR, social media, email marketing e molte altre. Sono riportate anche due case history: una come ottimo esempio di co-creation in cui il brand ha coinvolto direttamente il pubblico nel processo di produzione del prodotto, affidando ai fan della Pagina Facebook ufficiale la scelta dei gusti degli yogurt da mettere in vendita. La seconda, caso internazionale di lead generation, ha permesso al brand di misurare la conversione dei visitatori del sito (previa compilazione di popin) in reali acquirenti, collegando i dati di traffico del sito a quelli delle vendite. Esempio di come online e offline comunichino strettamente.

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Die Forschungsarbeit siedelt sich im Dreieck der Erziehungswissenschaften, der Informatik und der Schulpraxis an und besitzt somit einen starken interdisziplinären Charakter. Aus Sicht der Erziehungswissenschaften handelt es sich um ein Forschungsprojekt aus den Bereichen E-Learning und Multimedia Learning und der Fragestellung nach geeigneten Informatiksystemen für die Herstellung und den Austausch von digitalen, multimedialen und interaktiven Lernbausteinen. Dazu wurden zunächst methodisch-didaktische Vorteile digitaler Lerninhalte gegenüber klassischen Medien wie Buch und Papier zusammengetragen und mögliche Potentiale im Zusammenhang mit neuen Web2.0-Technologien aufgezeigt. Darauf aufbauend wurde für existierende Autorenwerkzeuge zur Herstellung digitaler Lernbausteine und bestehende Austauschplattformen analysiert, inwieweit diese bereits Web 2.0-Technologien unterstützen und nutzen. Aus Sicht der Informatik ergab sich aus der Analyse bestehender Systeme ein Anforderungsprofil für ein neues Autorenwerkzeug und eine neue Austauschplattform für digitale Lernbausteine. Das neue System wurde nach dem Ansatz des Design Science Research in einem iterativen Entwicklungsprozess in Form der Webapplikation LearningApps.org realisiert und stetig mit Lehrpersonen aus der Schulpraxis evaluiert. Bei der Entwicklung kamen aktuelle Web-Technologien zur Anwendung. Das Ergebnis der Forschungsarbeit ist ein produktives Informatiksystem, welches bereits von tausenden Nutzern in verschiedenen Ländern sowohl in Schulen als auch in der Wirtschaft eingesetzt wird. In einer empirischen Studie konnte das mit der Systementwicklung angestrebte Ziel, die Herstellung und den Austausch von digitalen Lernbausteinen zu vereinfachen, bestätigt werden. Aus Sicht der Schulpraxis liefert LearningApps.org einen Beitrag zur Methodenvielfalt und zur Nutzung von ICT im Unterricht. Die Ausrichtung des Werkzeugs auf mobile Endgeräte und 1:1-Computing entspricht dem allgemeinen Trend im Bildungswesen. Durch die Verknüpfung des Werkzeugs mit aktuellen Software Entwicklungen zur Herstellung von digitalen Schulbüchern werden auch Lehrmittelverlage als Zielgruppe angesprochen.

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Die vorliegende Forschungsarbeit siedelt sich im Dreieck der Erziehungswissenschaften, der Informatik und der Schulpraxis an und besitzt somit einen starken interdisziplinären Charakter. Aus Sicht der Erziehungswissenschaften handelt es sich um ein Forschungsprojekt aus den Bereichen E-Learning und Multimedia Learning und der Fragestellung nach geeigneten Informatiksystemen für die Herstellung und den Austausch von digitalen, multimedialen und interaktiven Lernbausteinen. Dazu wurden zunächst methodisch-didaktische Vorteile digitaler Lerninhalte gegenüber klassischen Medien wie Buch und Papier zusammengetragen und mögliche Potentiale im Zusammenhang mit neuen Web 2.0-Technologien aufgezeigt. Darauf aufbauend wurde für existierende Autorenwerkzeuge zur Herstellung digitaler Lernbausteine und bestehende Austauschplattformen analysiert, inwieweit diese bereits Web 2.0-Technologien unterstützen und nutzen. Aus Sicht der Informatik ergab sich aus der Analyse bestehender Systeme ein Anforderungsprofil für ein neues Autorenwerkzeug und eine neue Austauschplattform für digitale Lernbausteine. Das neue System wurde nach dem Ansatz des Design Science Research in einem iterativen Entwicklungsprozess in Form der Webapplikation LearningApps.org realisiert und stetig mit Lehrpersonen aus der Schulpraxis evaluiert. Bei der Entwicklung kamen aktuelle Web-Technologien zur Anwendung. Das Ergebnis der Forschungsarbeit ist ein produktives Informatiksystem, welches bereits von tausenden Nutzern in verschiedenen Ländern sowohl in Schulen als auch in der Wirtschaft eingesetzt wird. In einer empirischen Studie konnte das mit der Systementwicklung angestrebte Ziel, die Herstellung und den Austausch von digitalen Lernbausteinen zu vereinfachen, bestätigt werden. Aus Sicht der Schulpraxis liefert LearningApps.org einen Beitrag zur Methodenvielfalt und zur Nutzung von ICT im Unterricht. Die Ausrichtung des Werkzeugs auf mobile Endgeräte und 1:1-Computing entspricht dem allgemeinen Trend im Bildungswesen. Durch die Verknüpfung des Werkzeugs mit aktuellen Software-Entwicklungen zur Herstellung von digitalen Schulbüchern werden auch Lehrmittelverlage als Zielgruppe angesprochen.

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Given the significant impact of Web 2.0-related innovations on new Internet-based initiatives, this paper seeks to identify to what extent the main developments are protected by patents and whether patents have had a leading role in the advent of Web 2.0. The article shows that the number of patent applications filed is not that important for many of the Web 2.0 technologies in frequent use and that, of those filed, those granted are even less. The conclusion is that patents do not seem to be a relevant factor in the development of the Web 2.0 (and more generally in dynamic markets) where there is a high degree of innovation and low entry barriers for newcomers.

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A utilização das TIC ocupam um lugar cada vez mais importante nas nossas escolas, marcado sobretudo pela evolução das tecnologias e pela utilização em contexto educativo de muitas ferramentas da Web 2.0. Esse facto é muito notório na disciplina de Educação Visual e Tecnológica, de carácter eminentemente prático, onde é permitido explorar várias ferramentas digitais para abordagem de conteúdos da disciplina e para a criação de produtos gráficos e plásticos. Com o aparecimento da Web 2.0 e a disponibilização de milhares de novas ferramentas digitais aos utilizadores da Internet, estimula-se um interesse cada vez maior na adoção de metodologias e estratégias com recurso a estes media e que suportem uma aprendizagem mais eficaz e motivadora para os alunos, articulando-se os suportes tradicionais de EVT com os novos media digitais. Neste contexto, o presente estudo é o resultado duma investigação-ação realizada no âmbito do Programa Doutoral em Multimédia em Educação da Universidade de Aveiro onde se implementou a integração de ferramentas da Web, Web 2.0 e Software Livre em contexto educativo na disciplina de EVT, na qual poderiam ser utilizadas tanto as técnicas tradicionais de realização mais usuais na disciplina como a integração e articulação com as ferramentas digitais, suportadas por software livre (e outros de utilização gratuita), a Web e a Web 2.0 para suporte ao ensino e aprendizagem dos diversos conteúdos e áreas de exploração da disciplina. Este estudo, desenhado em três ciclos, envolveu num primeiro momento a constituição de uma comunidade de prática de professores alargada, sendo criadas seis turmas de formação que reuniram um total de 112 professores que pretendiam integrar as ferramentas digitais em EVT. Para além da pesquisa, análise, seleção e catalogação destas 430 ferramentas digitais recenseadas, produziram-se 371 manuais de apoio à utilização das mesmas, sendo estes recursos disponibilizados no espaço do EVTdigital. Num segundo ciclo, decorrente da avaliação realizada, foi criada a distribuição EVTux para simplificar o acesso e utilização das ferramentas digitais em contexto de EVT. Finalmente, o terceiro ciclo, decorre da eliminação da disciplina de EVT do currículo do 2º ciclo do ensino básico e a sua substituição por duas novas disciplinas, tendo-se realizada a respetiva análise de conteúdo das metas curriculares e produzido a aplicação As ferramentas digitais do Mundo Visual, concebida para contextualizar e indexar as ferramentas digitais selecionadas para a nova disciplina de Educação Visual.Os resultados deste estudo apontam claramente para a possibilidade de integrar na disciplina de Educação Visual e Tecnológica (ou no presente momento, em Educação Visual) ferramentas digitais para abordagem aos conteúdos e áreas de exploração, bem como a possibilidade de se constituírem facilmente comunidades de prática (como foi o caso) que possam colaborar na catalogação destas ferramentas no contexto específico da disciplina e para a necessidade sentida pelos professores em obter informação e formação que os possa atualizar quanto à integração das TIC no currículo. Apresentam-se, ainda, as limitações deste estudo que passaram sobretudo pelo impacto negativo que a eliminação da disciplina provocou na motivação dos docentes e a sua consequente participação no decorrer de algumas fases do trabalho, e ainda da dificuldade de gestão de uma equipa de professores colaboradores tão numerosa e diversificada. Nesse sentido, são também apresentadas sugestões para estudos futuros.

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En el presente trabajo titulado “Las herramientas Web 2.0 más utilizadas en el área de Estudios Sociales en Educación General Básica Media”,se realizó un análisis y recopilación de información bibliográfica que da a conocer diferentes sitios web relacionados con destrezas y criterios de desempeño necesarios para el aprendizaje. Esta investigación se enfoca en reconocer la importancia de recientes instrumentos de estudio interactivos e innovadores dentro del proceso enseñanza – aprendizaje; destaca la utilidad de la aplicación de las Nuevas Tecnologías de la Información y la Comunicación, con el fin de potenciar un aprendizaje significativo integral entre los estudiantes a partir de la búsqueda, indagación, reflexión y análisis de dichas herramientas tecnológicas.

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The traditional model for information dissemination in disaster response is unidirectional from official channels to the public. However recent crises in the US, such as Hurricane Katrina and the Californian Bushfires show that civilians are now turning to Web 2.0 technologies as a means of sharing disaster related information. These technologies present enormous potential benefits to disaster response authorities that cannot be overlooked. In Australia, the Victorian Bushfires Royal Commission has recently recommended that Australian disaster response authorities utilize information technologies to improve the dissemination of disaster related, bushfire information. However, whilst the use of these technologies has many positive attributes, potential legal liabilities for disaster response authorities arise. This paper identifies some potential legal liabilities arising from the use of Web 2.0 technologies in disaster response situations thereby enhancing crisis related information sharing by highlighting legal concerns that need to be addressed.

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Following the position of Beer and Burrows (2007) this paper poses a re-conceptualization of Web 2.0 interaction in order to understand the properties of action possibilities in and of Web 2.0. The paper discusses the positioning of Web 2.0 social interaction in light of current descriptions, which point toward the capacities of technology in the production of social affordances within that domain (Bruns 2007; Jenkins 2006; O’Reilly 2005). While this diminishes the agency and reflexivity for users of Web 2.0 it also inadvertently positions tools as the central driver for the interactive potential available (Everitt and Mills 2009; van Dicjk 2009). In doing so it neglects the possibility that participants may be more involved in the production of Web 2.0 than the technology that underwrites it. It is this aspect of Web 2.0 that is questioned in the study with particular interest on how an analytical option may be made available to broaden the scope of investigations into Web 2.0 to include a study of the capacity for an interactive potential in light of how action possibilities are presented to users through communication with others (Bonderup Dohn 2009).

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An often neglected but well recognised aspect of successful engineering asset management is the achievement of co-operation and collaboration between various occupational, functional and hierarchical levels present within complex technical environments. Engineering and technical contexts have been well documented for the presence of highly cohesive groups based around around functional or role orientations. However while highly cohesive groups are potentially advantageous they are also often correlated with the emergence of knowledge and information silos based around those same functional or occupational clusters. Improved collaboration and co-operation between groups has been demonstrated to result in a number of positive outcomes at an individual, group and organisational level. Example outcomes include an increased capacity for problem solving, improved responsiveness and adaptation to organisational crises, higher morale and an increased ability to leverage workforce capability. However, an essential challenge for organisations wishing to overcome informational silos is to implement mechanisms that facilitate, encourage and sustain interactions between otherwise disconnected groups. This paper reviews the ability of Web 2.0 technologies and mobile computing devices to facilitate and encourage knowledge sharing between “silo’d” groups. Commonly available tools such as Facebook, Twitter, Blogs, Wiki’s and others will be reviewed in relation to their applicability, functionality and ease-of-use by engineering and technical personnel. The paper also documents three case examples of engineering organisations that have successfully employed Web 2.0 to achieve superior knowledge management. With a number of clear recommendations he paper is an essential starting point for any organization looking at the use of new generation technologies for achieving the significant outcomes associated with knowledge transfer.

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The interactive nature of Information and Communication Technologies (ICT) is the impetus for the adoption of digital technologies by students for socialising and communicating in new ways. In particular these new ways of communication have embraced web 2.0 technologies such as Facebook© ©, however, teaching practices within educational institutions have remained relatively unchanged. This paper explores the use of the web 2.0 technology Facebook© in a Higher Educational setting to support undergraduate students. It further highlights how students in a developing country currently use this technology and their expectations for the future use of this web 2.0 technology.