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Journal articles on the topic 'Digital teamwork'

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1

Wallis, Laura. "Teamwork in the Digital Age." American Journal of Nursing 112, no. 2 (February 2012): 17. http://dx.doi.org/10.1097/01.naj.0000411165.03127.b6.

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Liu, Jyi-Shane, Mu-Hsi Tseng, and Tze-Kai Huang. "Building Digital Heritage with Teamwork Empowerment." Information Technology and Libraries 24, no. 3 (September 1, 2005): 130. http://dx.doi.org/10.6017/ital.v24i3.3374.

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<span>Building digital heritage requires substantial resources in materials, expertise, tools, and cost. Government and university projects are limited in the time and space they can devote to covering even a small part of the world’s heritage. The preservation coverage problem is most serious in areas where sources of intellectual and cultural heritage may diminish or disappear over time. A central notion that helps resolve these issues is to make it easier for digital technology to reach sources of valuable heritage. The authors propose an approach to exploit noninstitutional resources for wider participation and inclusion in digital-heritage endeavors. The approach attempts to copy the techniques of institutional digital-heritage work while bringing together noninstitutional resources and providing standard practice.</span>
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Voigt, Andreas, and Helena Linzer. "Spatial Planning and Remote Teamwork." International Journal of Virtual Reality 3, no. 2 (January 1, 1997): 46–59. http://dx.doi.org/10.20870/ijvr.1997.3.2.2624.

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The following contribution describes work in progress within the context of the focal field of research and development remote teamwork (RT) of Vienna University of Technology (Dept. of Local Planning - IFOR), which is carried out in cooperation with the Institute for Spatial Interaction and Simulation (IRIS-ISIS), Vienna, exchanging experience with the Research Institute for Symbolic Computation (RISC Linz-Hagenberg). Research work is aimed at the elaboration of suitable collaborative remote working structures for research and project transactions, including study projects, within the context of spatial planning on the basis of ATM (Asynchronous Transfer Mode: a technology of broad band telecommunications). The generation and manipulation of digital spatial models and their virtual transportation within large spatial distances represent main objectives. The current subjects in urban and regional planning and in architecture act as test projects to be defined in the course of the research project in their contents and spatial context and to be represented as digital spatial working models.
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Ganser, Christoph, Thomas Kennel, and Andreas Kunz. "Digital support for net-based teamwork in early design stages." J. of Design Research 6, no. 1/2 (2007): 150. http://dx.doi.org/10.1504/jdr.2007.015567.

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5

Naydenova, Elena, and Veneta Stoyanova. "DIGITAL ENVIRONMENT – INNOVATIV TEACHERS." Education and Technologies Journal 11, no. 2 (August 1, 2020): 326–28. http://dx.doi.org/10.26883/2010.202.2347.

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This paper presents the activities of teachers team from Kindergarten „Edinstvo Tvorchestvo Krasota“, Vratsa on the Erasmus + Programme, KA – Key Action 1: „Transnational mobility of learners“, sector „School Education“. Reveals the role of teamwork, motivation and qualification of teachers to achieve its main goal – increasing the skills to work with ICT with based innovative educational technologies and didactic models. The possibilities for comprehensive and quality education of the children in a unified information and communication environment are shown. We share with the highly respected audience the unlimited opportunities of the teacher to self-educate and improve their skills to meet the natural need of children to play by integrating information and communication technologies in the educational process.
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Kirda, Engin, and Harald Gall. "A Service Architecture for Mobile Teamwork." International Journal of Software Engineering and Knowledge Engineering 13, no. 04 (August 2003): 447–67. http://dx.doi.org/10.1142/s0218194003001342.

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Mobile teamwork has become an emerging requirement in the daily business of large enterprises. Employees collaborate across locations and need team support while they are on the move. Business documents and expertise need to be shared independent of the actual location or connectivity (e.g., access through a mobile phone, laptop, Personal Digital Assistant, etc.) of employees. Although many collaboration tools and systems exist, most do not deal with new demanding requirements such as locating artifacts and experts through distributed searches, advanced information subscription and notification, and mobile information sharing and access. The MOTION service architecture that we have developed supports mobile teamwork by taking into account the different connectivity modes of users, provides access support for various devices such as laptop computers and mobile phones, and uses XML meta data and the XML Query Language (XQL) for distributed searches and subscriptions. In this article, we describe the architecture and the components of our generic MOTION services platform for building collaborative applications. The MOTION platform is currently being evaluated in two large industry case-studies.
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Edgar, Bill. "Managing in the digital environment: Managing teamwork in a university library digital environment: Issues to consider." Bulletin of the American Society for Information Science and Technology 33, no. 4 (September 11, 2008): 18–22. http://dx.doi.org/10.1002/bult.2007.bult1720330406.

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Gao, Qin, Wenzhu Yu, Xiang Jiang, Fei Song, Jiajie Pan, and Zhizhong Li. "An integrated computer-based procedure for teamwork in digital nuclear power plants." Ergonomics 58, no. 8 (March 30, 2015): 1303–13. http://dx.doi.org/10.1080/00140139.2015.1008055.

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Kaldy, Joanne. "Digital Therapeutics: Health Care Wired for the Future." Senior Care Pharmacist 35, no. 8 (August 1, 2020): 338–44. http://dx.doi.org/10.4140/tcp.n.2020.338.

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Digital therapeutics (DTx)—treatment or therapy that uses digital health technologies to spur changes in patient behavior—increasingly are making their way into the health care environment. This evolution is especially apparent as health care moves to valuebased care, silos between settings are breaking down, and data collection/analysis and teamwork play key roles. These technologies, whether they are apps, software programs, or sensors, are helping patients adhere to treatments and lifestyle changes, set and meet viable care goals, and avoid costly emergency department visits and hospitalizations. At the same time, DTx are helping practitioners ensure the best possible outcomes; streamline costs; monitor patient progress; and receive, analyze, and share data.
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Dulock, Michael, and Holley Long. "Digital Collections Are a Sprint, Not a Marathon: Adapting Scrum Project Management Techniques to Library Digital Initiatives." Information Technology and Libraries 34, no. 4 (December 22, 2015): 5. http://dx.doi.org/10.6017/ital.v34i4.5869.

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<p>This article describes a case study in which a small team from the digital initiatives group and metadata services department at the University of Colorado Boulder (CU-Boulder) Libraries conducted a pilot of the Scrum project management framework. The pilot team organized digital initiatives work into short, fixed intervals called sprints—a key component of Scrum. Over a year of working in the modified framework yielded significant improvements to digital collection work, including increased production of digital objects and surrogate records, accelerated publication of digital collections, and an increase in the number of concurrent projects. Adoption of sprints has improved communication and cooperation among participants, reinforced teamwork, and enhanced their ability to adapt to shifting priorities<strong>.</strong></p>
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Popkov, S. I. "Application of the Digital Adaptive Platform for Learning Programming with the Teamwork Skills Forming Function." Моделирование и анализ данных 11, no. 1 (2021): 78–93. http://dx.doi.org/10.17759/mda.2021110106.

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Research is carried out on approaches for the digital adaptive platform for learning programming with the teamwork skills forming function application. The work environment interface and key components that make the platform adaptable are demonstrated. The platform services responsible for information security functions are detailed. An example of the presented task is given.
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Zhao, Gui Fen. "The Study on Knowledge Service Models in Digital Library." Advanced Materials Research 143-144 (October 2010): 43–47. http://dx.doi.org/10.4028/www.scientific.net/amr.143-144.43.

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The integration of DL and distance education is a significant topic of theoretical and practical research. This paper mainly discusses the principles of knowledge service of DL and four knowledge service models for distance education under the principles, namely, specialized service model based on subject knowledge base, content-based reference service model, personalized custom-made service model, and teamwork service model. The key point of realizing these models is to take distance education users as the center, set up subject information service platform, personalized information push platform, subject librarian knowledge service platform and platform for learning resource sharing and system interoperability, and properly integrate these platforms.
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Konnova, Larisa, and I. Stepanyan. "Features of Group Work Organization in the Digital Space by the Example of Discipline «Digital Mathematics»." Standards and Monitoring in Education 9, no. 4 (August 16, 2021): 10–16. http://dx.doi.org/10.12737/1998-1740-2021-9-4-10-16.

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The possibilities of organizing group work using digital resources are discussed in the article. Currently, there is a clear need on the part of the state and employers for specialists who can work in a team and implement ambitious projects. At the same time, according to the authors, since the 90s, there has been an asymmetry in pedagogy towards individual forms of education and the individualization of the educational process in general. As a result, a significant proportion of graduates are not ready to work in the team. It is possible to overcome this contradiction by using a variety of forms of group work, starting from the first year. The authors present their experience in organizing such activities for first-year undergraduate economics students. A statistical analysis is presented that confirms the positive impact of group work on the academic success of students. A survey conducted among students also confirms their interest in developing teamwork skills.
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Popkov, S. I. "Features of the Software Implementation of the Digital Adaptive Platform for Learning Programming with the Teamwork Skills Forming Function." Моделирование и анализ данных 10, no. 3 (2020): 85–100. http://dx.doi.org/10.17759/mda.2020100307.

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A study of existing approaches to creating educational environments for learning programming is conducted. Their main shortcomings are analyzed. The concept of a digital adaptive platform for learning programming, taking into account the identified shortcomings, is proposed. The features of the software implementation are described in a form of links between platform components, operation concepts and the platform architecture overall. The features of the software architecture and implementation of the digital adaptive platform for learning programming with the teamwork skills forming function are demonstrated.
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15

Salvetti, Fernando, Barbara Bertagni, Pierluigi Ingrassia, and Gabriele Pratticò. "HoloLens, Augmented Reality and Teamwork: Merging Virtual and Real Workplaces." International Journal of Advanced Corporate Learning (iJAC) 11, no. 1 (August 29, 2018): 44. http://dx.doi.org/10.3991/ijac.v11i1.9228.

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<p>Two projects are introduced: a cooperative game aimed at fostering behavioral, cognitive and meta-cognitive skills within organizations (Holo-Transportation), and a technical procedure aimed at saving lives (Holo-Defibrillation). e-REAL was the educational setting: an environment where physical and digital objects co-exist and interact in real time.Both the two projects were self-instruction learning simulation programs developed to maximize learning results, reducing instructor intervention and cost. Cascading and growing technical know-how about defibrillation was the main target of Holo-Defibrillation, while Holo-Transportation was aimed at empowering teamwork by fostering cognitive flexibility, emotional intelligence and self-awareness, as well as at honing the epistemic acumen related to reviewing ongoing processes and procedures, errors and alternative options.</p>
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Scimeca, Manuel, Nicoletta Urbano, Rita Bonfiglio, Orazio Schillaci, and Elena Bonanno. "Management of oncological patients in the digital era: anatomic pathology and nuclear medicine teamwork." Future Oncology 14, no. 11 (May 2018): 1013–15. http://dx.doi.org/10.2217/fon-2017-0698.

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17

Smaradottir, Berglind F., Gro K. Rosvold Berntsen, and Rune W. Fensli. "How to Enhance Digital Support for Cross-Organisational Health Care Teams? A User-Based Explorative Study." Journal of Healthcare Engineering 2020 (September 22, 2020): 1–8. http://dx.doi.org/10.1155/2020/8824882.

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Health care service provision of individualised treatment to an ageing population prone to chronic conditions and multimorbidities is threatened. There is a need for digitally supported care, that is, (1) person-centred, (2) integrated, and (3) proactive. The research project 3P, Patients and Professionals in Productive Teams, aimed to validate and verify the prerequisites for health care systems run with patient-centred service models. This paper presents an explorative study of the digital support of a cross-organisational health care team in Norway, providing services to elderly frail people with multimorbidities in hospital discharge transition. Qualitative research methods were employed, with interviews and observations to map and evaluate the information flow and the digital support of collaborative work across organisations. The evaluation showed a lacking interoperability between the digital systems and a limited support for cross-organisational teamwork, causing raised manual efforts to maintain the information flow. Tools for coordination and planning across organisations were lacking. To enhance the situation, principles for a cloud-based health portal are proposed with a shared workspace, teamwork functionality for cross-organisational health care teams, and automatic back-end synchronisation of stored information. The main implications of this paper lie in the proposed principles which are transferable to a multitude of clinical contexts, where ad-hoc based access to shared medical information is of importance for decision-making and life-saving treatment.
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Beckelhimer, Lisa. "Of Soft Skills and Remote Work: The English Discipline Was Made for a Pandemic." Scholarship and Practice of Undergraduate Research 4, no. 1 (November 13, 2020): 78–79. http://dx.doi.org/10.18833/spur/4/1/14.

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COVID-19 forced English students interning, conducting digital research, and producing a literary journal to hone disciplinary skills in editing, revision, web design, and publication production, as well as “soft skills” (Indeed 2020) such as effective communication, organization, teamwork, and adaptability. Students involved in the University of Cincinnati’s literary journal, Short Vine, issued a call for manuscripts for the special issue “Quarantine Chronicles.”
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19

Rogers, Bryan L., Laura T. Madden, Leah K. Grubb, and Joy H. Karriker. "Shouting across the digital divide: the import of social interactions in virtual teams." Team Performance Management: An International Journal 27, no. 1/2 (February 8, 2021): 1–14. http://dx.doi.org/10.1108/tpm-05-2020-0042.

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Purpose The purpose of this study is to extend the current understanding of virtual team (VT) workers’ willingness to continue working in VTs and the forces driving their affective reactions to teamwork. Specifically, this paper applies the input-mediator-output-input (IMOI) literature to investigate the influence of workers’ perceptions of their peers’ skills and peers’ interactions on perceptions of the teamwork process and subsequent affective reactions. Design/methodology/approach This paper draws on a sample of 997 virtual and face-to-face (FtF) students embedded in 242 project teams to test the hypotheses using multi-group comparisons in structural equation modeling (SEM). Findings Results support the assertion that team processes are essential in translating team skills and interactions into satisfaction with the team. Further, this paper finds that skills are more influential on teammate satisfaction for FtFs than they are for VTs; and, conversely, that VTs’ interactions are more pivotal regarding teammate satisfaction through VT processes than they are in FtFs. Research limitations/implications The effort contributes to the IMOI literature by showing how teams overcome virtuality to perform effectively and how team-embedded members react differently across VT and FtF contexts. Originality/value These findings are particularly notable given that prior research has suggested VT performance may not be contingent on social bonds within the team. Although this is possibly true for performance, the findings suggest that social interactions are, in fact, crucial to teams’ affective reactions.
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Nastiti, Safitri Maya. "Pengembangan Perusahaan Berbasis Nilai Islam pada Digital Startup." Indonesian Journal of Religion and Society 1, no. 2 (January 7, 2020): 115–25. http://dx.doi.org/10.36256/ijrs.v1i2.27.

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Lots of studies argue that company development is determined by innovation, adaptability, and institutional dynamism. This study aims to explain the development of islamic value-based companies in digital startups, whereas the success factor of company is not only determined by innovation, adaptability, and institutional dynamism, but precisely caused by role of islamic values which was developed by the companies. Through qualitative approach, this results of study show that the islamic values which are the foundation of the company in carrying out to all operations of institution are Tauhid, Qonaah, competent, and moral. These islamic values at PT. Badr Interactive is built through the regulatory, normative, and cognitive cultural pillars. In general, islamic values play a role in four human resources, marketing, social responsibility, and corporate culture aspects. The influence of islamic values in these aspects produces an output of good quality product applications, good teamwork, strong employee resilience, employee spiritual needs, planned marketing strategies. These indicators are digital startup companies sources of success.
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Ceccacci, Laura. "La scuola dell’Infanzia alla prova dei LEAD: l’esperienza del territorio marchigiano." Media Education 11, no. 2 (November 2, 2020): 163–69. http://dx.doi.org/10.36253/me-9644.

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The Kindergartens faced an extremely difficult time due to the suspension of face-to-face teaching activities during the health emergency. They were supported by Infancy Commission, who published the document “Pedagogical Guidelines”, with indications for maintaining the relationship through Distance Educational Links (LEADs). They were also supported by territorial training teams for the National Digital School Plan (PNSD). The study was performed during a teachers’ training course in the Marche region, to collect data in order to define the most critical areas in distance learning for younger children. It will promote the next course design. Teamwork teachers emerged as a strength, while critical issues were identified, with reference to the DigCompEdu framework, in the areas: Digital resources, Differentiation and personalization, Responsible use of digital.
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Goñi, Julian, Catalina Cortázar, Danilo Alvares, Uranía Donoso, and Constanza Miranda. "Is Teamwork Different Online Versus Face-to-Face? A Case in Engineering Education." Sustainability 12, no. 24 (December 14, 2020): 10444. http://dx.doi.org/10.3390/su122410444.

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Teamwork has been systematically studied in engineering education as an educational method and a learning outcome. Based on the recent advances in socially-shared regulation as a framework for teamwork processes, this study explores the impact of the transition to online learning. The purpose of this study is to understand if face-to-face and online team dynamics differ concerning the prevalence of personal goals, team challenges, and individual/social strategies. The Adaptive Instrument for Regulation of Emotions (AIRE) Questionnaire was used to compare two semesters in project-based learning engineering courses that were face-to-face (2019) and then converted to an online modality (2020) due to the COVID-19 crisis. Our results show that both modalities report mostly the same prevalence of goals, challenges, and strategies. However, online students tend to manifest a significantly lower prevalence of specific challenges and strategies, suggesting that online teamwork may have involved less group deliberation. These results provide evidence for the "equivalency theory" between online and face-to-face learning in a context where all systemic levels transitioned to a digital modality. These findings raise the question of whether online teaching encourages the emergence of team conflict and deliberation needed for creative thinking.
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Lacayo Mendoza, Alexander, and Carmen De Pablos Heredero. "Managing relationships and communications in higher education efficiently through digital social networks: The importance of the relational coordination model." DYNA 83, no. 195 (February 23, 2016): 138–46. http://dx.doi.org/10.15446/dyna.v83n195.49296.

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Digital social networks have proven to be of great support for organizations that are increasingly using new forms of social communication every day, seeking to improve their productivity and competitiveness. The main objective of this study is to explain how organizations, particularly Institutions of Higher Education, can improve their competitive position through the use of digital social networks from the perspective of relationship management and management of communications, in order to achieve better results in terms of teamwork satisfaction, relationship marketing and educational excellence. For this objective, the application of a relational coordination model, based on the sharing of objectives, optimal knowledge management, mutual respect and efficient communication mechanisms, is suggested.
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Pons Lelardeux, Catherine, Michel Galaup, David Panzoli, Pierre Lagarrigue, and Jean-Pierre Jessel. "A Method to Design a Multi-Player Educational Scenario to Make Interdisciplinary Teams Experiment Risk Management Situation in a Digital Collaborative Learning Game: A Case of Study in Healthcare." International Journal of Engineering Pedagogy (iJEP) 8, no. 2 (May 2, 2018): 88. http://dx.doi.org/10.3991/ijep.v8i2.8140.

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In recent years, there has been an increasing interest for collaborative training in risk management. One of the critical point is to create educational and entirely controlled training environments that support industrial companies (in aviation, healthcare, nuclear…) or hospitals to train (future or not) professionals. The aim is to improve their teamwork performance making them understand the importance applying or adjusting safety recommendations. In this article, we present a method to design multi-player educational scenario for risk management in a socio-technical and dynamic context. The socio-technical situations focused in this article involve non-technical skills such as teamwork, communication, leadership, decision-making and situation awareness. The method presented here has been used to design as well regular situations as well as critical situations in which deficiencies already exist or mistakes can be freely made and fixed by the team in a controlled digital environment.
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Salvetti, Fernando, and Barbara Bertagni. "Leadership 5.0: An Agile Mindset for a Digital Future." International Journal of Advanced Corporate Learning (iJAC) 13, no. 2 (September 18, 2020): 57. http://dx.doi.org/10.3991/ijac.v13i2.17033.

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<p class="0abstract">This article is about a program aimed at fostering an agile mindset in young corporate leaders (under 40 years old) working in the energy sector, who are expected to be effective leaders in an ever more digitalized world; the program has been co-designed with ENI Corporate University (Milan and Rome, Italy) on behalf of the World Economic Forum (Davos and Geneva, Switzerland). Digital transformation is not only about technology. It is also mainly enabled by leadership that is grounded in 3 pillars: teamwork, start-up culture, and matrix management. Hot topics and key activities include: a business game for launching a new cryptocurrency; scenario analysis and immersive simulation within a mixed reality environment (e-REAL); online keynotes by seasoned faculty from Harvard, MIT and Stanford with moderated Q&amp;A sessions to facilitate an interactive dialogue; a collaborative platform to enhance online learning and bridge between modules.</p>
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Howe, Edward, and Andres Ruberg. "DigiPen: Secondary School Project-Based Learning in Game Design, Digital Arts and Life Skills." Canadian Journal of Action Research 20, no. 2 (April 30, 2019): 28–47. http://dx.doi.org/10.33524/cjar.v20i2.462.

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This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen exemplifies the new British Columbia curriculum with cross-curricular integrated approaches to learning. This mixed-methods study identified five themes: career, life skills, leadership, teamwork, and inclusion. Students indicated DigiPen played a significant role in their higher education choices and career paths. DigiPen shows great promise for providing meaningful project-based learning experiences for students.
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Gašová, Katarína, Tomáš Mišík, and Zuzana Štofková. "EMPLOYERS DEMANDS ON E-SKILLS OF UNIVERSITY STUDENTS IN CONDITIONS OF DIGITAL ECONOMY." CBU International Conference Proceedings 6 (September 24, 2018): 146–51. http://dx.doi.org/10.12955/cbup.v6.1147.

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The digital era is a society- and worldwide affair culminating in change in every sphere of people’s lives and life. The people of the Slovak Republic are not exempt. Modern trends that determine employers’ demands for digital literacy include the Digital Single Market, Industry 4.0, automation, and digitalization. The potential for usability of digital technologies depends on whether people can perceive their benefits, know how to handle them, and use them in practice. One of the prerequisites for an individual in the ‘information society’ or the ‘knowledge society’ is the acquiring, renewing and deepening of digital skills. Universities augment these processes. This paper analyses the primary sources of acquiring digital skills nationally and compares the digital skills of students from the University of Žilina. The proficient use of information and communications technology for problem solving, teamwork, and communication is the most required skill by employers. This study’s survey results suggest that the education system does not sufficiently reflect the current demands of a rapidly changing labor market. Also, the education system does not meet students’ expectations for e-skills acquired during their study and this result should be a matter of forthcoming discussions.
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Bulavin, V. F., V. V. Yakhrichev, and A. S. Stepanov. "Policy of Digital Technologies in Small Machine-Building Enterprises." Proceedings of Higher Educational Institutions. Маchine Building, no. 9 (714) (September 2019): 35–45. http://dx.doi.org/10.18698/0536-1044-2019-9-35-45.

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Using high-technology digital platforms in the operation of machine-building enterprises involves active implementation of CAD products. The presence of digital display associated with the PLM systems, signifies the transition to a new type of production. Under these conditions, a 3D model of a part acts as a means of navigating the technological process. Using small machine-building enterprises as an example, the experience of 3D design on the platforms of domestic CAD systems is presented in this work. Automation in the production process acts as the integration of the main stages — design, technological and engineering analysis — into a single information stream. The PLM platform integrates CAD software modules into a common information space using uniform rules, forming technical documentation containing 3D models and 2D drawings, and supporting attributes on project components. It also forms the basis of teamwork. A package of the documents serves as the goal of the pre-production cycle, the condition for the modification of products and a means of combining all the links of the chain from the customer to the consumer into a single information space.
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Torres, Lisette E. "Digital Contemplative Community in Pandemic Times." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 14, no. 1 (July 5, 2021): 94–97. http://dx.doi.org/10.31165/nk.2021.141.639.

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In this collage, I reflect on my Radical Dharma community gatherings and examine how they are helping me to (re)imagine community and connection during pandemic times. Using the theoretical frameworks of Critical Race Theory (CRT) (Delgado & Stefancic, 2001) and Dis/ability Critical Race Studies (DisCrit) (Annamma, Connor, & Ferri, 2013), I explore through my artwork the following questions: How is COVID-19 changing the way I, as a disabled Latina mother-scholar, relate to others in person and over digital space? Is physical distancing creating more social isolation and separation? Or is it paradoxically making me more attune to the pain, needs, and wants of my fellow beings on this planet? How does this ultimately impact my scholarship? Through the use of meditation, journaling, and reflecting on our virtual meetings, I tried to express within the collage our coming to terms with change and grief within the context of the pandemic and the current Black Lives Matter (BLM) protests on police brutality. I argue that we are in the midst of creating a virtual fugitive space (Stovall, 2015), where we can (re)imagine what community can look like post-pandemic through embodied contemplative practice and collective care (Piepzna-Samarasinha, 2018). We are using computer-mediated technology (e.g., Zoom, Slack, Teamwork Projects) to not only work on community mending (Ortiz, 2018) for communities of color, but also their (and our) liberation.
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Painter, Gilbert, Pamela Posey, Douglas Austrom, Ramkrishnan Tenkasi, Betty Barrett, and Betsy Merck. "Sociotechnical systems design: coordination of virtual teamwork in innovation." Team Performance Management 22, no. 7/8 (October 10, 2016): 354–69. http://dx.doi.org/10.1108/tpm-12-2015-0060.

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Purpose This paper aims to report on a qualitative comparative case study of coordination in three ongoing research and development projects, each conducted by teams working virtually across multiple, geographically dispersed sites and involving varying degrees of task uncertainty at differing stages on an innovation continuum, from basic fundamental research to scale-up and commercial development. Design/methodology/approach This study investigated characteristics of effective virtual innovation teamwork, primarily using structured interviews, observation and a limited number of surveys. The analysis was based upon Pava’s (1983) methodology of sociotechnical systems (STS) for non-linear work and was used to assess the influence of virtuality and task uncertainty on the quality of team deliberations and the knowledge development barriers experienced at the various stages on the innovation continuum. Findings The study identified different technical and social coordination mechanisms and their impact in mitigating knowledge barriers for differing levels of task uncertainty. Technical elements, many based in digital information technology, appeared most significant for coordination where task uncertainty and ambiguity were low. However, with high task uncertainty, the most significant mechanisms were closely tied to the formal and informal social systems of virtual organization. Research limitations/implications The key implication for future research is the development of further applications to evaluate this coordination model for modern teamwork in virtual contexts. Practical implications The findings extend previous theory about coordination of innovation to include fundamental research and virtual collaboration. Based on the results, a four-step STS methodology for design of virtual team coordination mechanisms was developed and piloted successfully by scientific teams at a prominent North American research laboratory. Originality/value This research project has shown that modern STS methodology, updated for non-routine work in a virtual context, can provide a way to assess and mitigate “coordination costs” associated with virtual teamwork. Further, it has identified clear categories of coordination mechanisms that are most effective when teams are working at different stages in the innovation process.
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Hill, Valerie. "Digital citizenship through game design in Minecraft." New Library World 116, no. 7/8 (July 13, 2015): 369–82. http://dx.doi.org/10.1108/nlw-09-2014-0112.

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Purpose – This study aims to describe a library project exploring innovative options for embedding information literacy skills in the elementary school library by utilizing Minecraft, a virtual world three-dimensional (3D) building game environment. Design/methodology/approach – The small-scale descriptive study, with a follow-up survey, focuses on a group of fifth-grade students in an after-school technology club facilitated by the school librarian. The students designed and built a 3D virtual world library game for younger students to help them learn digital citizenship and information literacy. Findings – Analysis of observations, interviews and videos indicated that students were highly engaged in learning information literacy elements throughout all stages of the project from design, building, implementation and testing of younger students. Research limitations/implications – Although the small number of students enrolled in the club is a limitation, the feedback provided strong evidence of motivation for learning through gamification. Further research could assess learning outcomes with the curriculum, specifically for digital citizenship and information literacy. Practical implications – Embedding information literacy into a 3D world allows students to learn computer code, mathematics, game design, and fosters collaboration while demonstrating digital citizenship. Social implications – Game design requires teamwork, a real-life skill essential for students entering the work force. Originality/value – Few articles share student-designed solutions of critical information literacy needs. This study exemplifies constructivist learning in a gaming environment.
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Rodríguez-Moreno, Javier, Ana María Ortiz-Colón, Eulogio Cordón-Pozo, and Miriam Agreda-Montoro. "The Influence of Digital Tools and Social Networks on the Digital Competence of University Students during COVID-19 Pandemic." International Journal of Environmental Research and Public Health 18, no. 6 (March 10, 2021): 2835. http://dx.doi.org/10.3390/ijerph18062835.

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The pandemic caused by COVID-19 has generated a transformation in students’ competences and university education, especially in the use of digital tools. This study aims to analyze the use of digital tools and social networks of university students during the COVID-19 pandemic. For the collection of information, a validated Likert questionnaire (10-point scale) was adopted. The instrument consisted of a total of 66 items comprising a total of seven dimensions. The sample contained 581 students pursuing degrees in Childhood Education and Primary Education. The analysis of the available information was carried out in two different stages. First, we started by performing an exploratory factorial analysis (EFA) to determine the underlying structure of the Digital Competence of Higher Education Students (DCHES) scale factor. In the second phase, we used SEM (structural equation modeling), a statistical approach to test the relationships between observed and latent variables. More specifically, we estimated a multiple indicators multiple causes (MIMIC) model. The results showed the importance of two of the considered covariates in explaining the variability of the different dimensions of the scale analyzed (DCHES) considering the use of social networks and digital tools of university students. In this sense, both the degree to which virtual tools are used to develop teamwork and the degree of use of YouTube when communicating most fully explained the level of digital skills among the university students studied.
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Глазунова, Олена Григорівна, Тетяна Володимирівна Волошина, and Валентина Ігорівна Корольчук. "HYBRID CLOUD-ORIENTED LEARNING ENVIRONMENT FOR IT STUDENT PROJECT TEAMWORK." Information Technologies and Learning Tools 77, no. 3 (June 19, 2020): 114–29. http://dx.doi.org/10.33407/itlt.v77i3.3210.

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The article proposes a technology for the development and implementation of a hybrid cloud-oriented learning environment for the electronic support of interdisciplinary projects in the educational process of future IT specialists. To organize such a project, a model of hybrid cloud-oriented learning environment was designed. The components of such an environment are as follows: competence, communication and technology. Based on the developed model, a MS Teams-based cloud environment for project teamwork was created. It integrated all the necessary services for the implementation of an interdisciplinary project. The technological component regulates the content, methods and forms of training during the project implementation. According to the content of the interdisciplinary project, methods and forms of training, both traditional and cloud-oriented, were selected. This environment provided interaction between teachers of different disciplines and teams of students. The software component consists of tools for communication, project management and placement of the teaching resources included in MS Teams and complemented by additional tools that integrate with it, for example, professional tools and tools for presenting the results of work. Teachers could additionally integrate necessary e-learning courses and tools. Data analysis of experimental studies demonstrated that MS Teams-based cloud-oriented environment, which ensures execution of tasks on communication, organization of teaching process, project management and makes it possible to integrate additional tools for arranging an interdisciplinary project, namely, professional, educational and the like, – is an effective environment for the development of the digital, professional and personal competences of the future IT specialist. Moreover, interdisciplinary projects contribute to the development of integral competence of future IT specialists. An experimental study conducted on the basis of the National University of Life and Environmental Sciences involved 3rd year students of the specialty 122 – “Computer Science”.
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Kivarina, Mariya, and Anna Makarevich. "Economic research and education in the era of digital economy." E3S Web of Conferences 164 (2020): 12006. http://dx.doi.org/10.1051/e3sconf/202016412006.

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At present, considerable attention is paid to the problems of understanding the most important trends in the formation and development of a digital economy, as well as the development of adaptive models of the modern education system, which reflects the relevance of the subject matter under study. The purpose of the article is to investigate the features of the transformation of economic science and education in the conditions of digitalization of the economy, to identify the main problems of the modern scientific and educational system and to identify the main ways to solve them. The research is based on an interdisciplinary approach using methods of logical-structural, situational and comparative analysis. Prospective directions of development of an economic science in conditions of digitalization are considered in the article, the problems which face the system of economic education at a stage of formation of a digital society are revealed. The significant influence on the transformation in the sphere of employment of the speed of the formation of educational networks for the training of personnel possessing the skills of teamwork for the effective resolution of technological, demographic and socio-economic problems is proved.
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Norkutė, Odeta, Vaida Jurgilė, and Tetiana Ponomarenko. "THE EFFECT OF DIGITAL STORYTELLING ON TEACHER EDUCATION: EXPERIENCES OF PRE-SERVICE TEACHERS." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 4 (May 20, 2020): 561. http://dx.doi.org/10.17770/sie2020vol4.4866.

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Digital storytelling (DST) has emerged as a powerful tool in teacher education. However, in Lithuania the effect of this method on pre-service teachers’ education has been poorly investigated. The purpose of the current paper is to explore the experience of pre-service teachers in implementing DST method: from idea generation to the final product creation. The novelty of the current research is the usage of DST as a mean for development pre-service teachers’ ICT skills together with cooperation skills and creativity. The focus group interview method was implemented in order to collect the data and explore the opinions and experiences of perspective teachers. The research findings demonstrate that the usage of DST contributes to reveal student’ insights of future work, familiarizes students with future profession peculiarities, enhances their ability to cooperate, teamwork skills, and facilitates their ICT skills. The results highlight the importance of DST usage in developing perspective teacher’s creative personality and capability to interact.
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Akazaki, Jacqueline Mayumi, Ester Morsoletto Poegere, Carla Bueno Sigal, Leticia Rocha Machado, Ketia Kellen Araújo da Silva, and Patricia Alejandra Behar. "Digital Fluency and the Construction of Pedagogical Strategies for Distance Learning." International Journal for Innovation Education and Research 8, no. 12 (December 1, 2020): 112–32. http://dx.doi.org/10.31686/ijier.vol8.iss12.2818.

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The objective of the study is to identify Pedagogical Strategies (PS) that can contribute to the construction of Digital Fluency in the Distance Learning (DL) context. Technological changes in society include their own set of knowledge, skills, and attitudes called Digital Competences (DC). Specifically, in distance learning, digital fluency is considered paramount since it is related to the use of technologies where the subject feels digitally active, especially with regard to the production of content/materials for the virtual environment. This can be divided into five specific competences: Content Production, Data Protection, Networking, Virtual Resilience, and Teamwork. Thus, PS were created from the analysis of competences in order to assist the instructors to build them with their students in the DL environment. This study used a qualitative methodology based on an interpretative approach. The instrument used for data collection was an online questionnaire evaluating the Pedagogical Strategies for the Digital Fluency Competence. The target audience of the research was 90 specialists in the area of ​​distance learning who responded and suggested changes to the PS. The results enabled the development of a framework with 46 Pedagogical Strategies divided into the 5 specific competences of Digital Fluency to aid teachers in meeting students’ needs.
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Porter, James E. "Professional Communication as Phatic: From Classical Eunoia to Personal Artificial Intelligence." Business and Professional Communication Quarterly 80, no. 2 (January 13, 2017): 174–93. http://dx.doi.org/10.1177/2329490616671708.

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Phatic refers to the rhetorical function of creating effective communication channels, keeping them open, and establishing ongoing and fruitful relationships, all of which are vital in the age of digital rhetoric, social media, and global intercultural exchange. In this realm, the professional communicator functions less as an originator of new information and more as a space designer, a facilitator of others’ online interactions, a curator of user-generated content, and a communication leader. The phatic function—especially relevant to online interactions such as virtual teamwork, intercultural communication, and user help forums—deserves significant attention as a primary purpose for professional communication.
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Jardim, Jacinto. "Entrepreneurial Skills to Be Successful in the Global and Digital World: Proposal for a Frame of Reference for Entrepreneurial Education." Education Sciences 11, no. 7 (July 16, 2021): 356. http://dx.doi.org/10.3390/educsci11070356.

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For most professionals to succeed in the current job market, they need some entrepreneurial skills (ES). This study aimed to describe and systematize these skills, considering the current globalization and digital transformation phenomena. The documental analysis and the critical reflection on the collected data allowed us to identify the socio-economic and socio-cultural reasons for the relevance of this problem. Consequently, to elaborate a frame of reference intended to be adequate to the needs of the professionals of the current global and digital era. The results pointed to a tripartite ES model—to be open to novelty, to create solutions to emerging problems, and to communicate effectively—which integrates the following skills: Creativity and innovation, the spirit of initiative, self-efficacy and resilience, strategic planning, and evaluation, resolution of problems and decision-making, transformational leadership, clear and visual communication, teamwork and networking, and digital communication. In the continuation of this study, an ES scale will be created and validated according to this model, which will make it possible to measure the degree of development of these competencies.
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Mosan, James. "Digital Change and Organizational Development: Views from the Public Sector in Papua New Guinea." South Pacific Journal of Psychology 16 (2005): 48–58. http://dx.doi.org/10.1017/s0257543400000079.

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AbstractThis study explores the potential of Internet-based technology to change the nature of work in the civil service sector in Papua New Guinea (PNG, specifically to contribute towards Organisational Development (OD). Immediately following and one year after an awareness-raising civil service conference on computer-mediated communication and its potential to help develop the workplace, 23 PNG public sector employees who had attended the conference responded to a range of closed and open-ended attitude questions regarding Information and Communication Technologies (ICTs). On balance, they reported that in their experience, ICT following the conference had been relatively empowering, had enhanced organisational communication and accountability, and had helped to improve the flow of knowledge within and between public sector groups. In PNG, digital technology might help to facilitate the development of intra- and inter-organisational unit teamwork. To that extent, digital technology in the longer-term may assist not only in OD, but also in the development of capacity more generally.
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Rybing, Jonas, Erik Prytz, Johan Hornwall, Heléne Nilsson, Carl-Oscar Jonson, and Magnus Bang. "Designing a Digital Medical Management Training Simulator Using Distributed Cognition Theory." Simulation & Gaming 48, no. 1 (November 4, 2016): 131–52. http://dx.doi.org/10.1177/1046878116676511.

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Background. Training of medical professionals is important to improve care during mass-causality events. Therefore, it is essential to extend knowledge on how to design valid and usable simulation-based training environments. Purpose. This article investigates how distributed cognition and simulation theory concepts can guide design of simulation-based training environments. We present the design and user evaluation of DigEmergo, a simulator for training and assessing emergency medicine management. Design approach. A prior Distributed Cognition in Teamwork (DiCoT) analysis of the Emergo Train System (ETS) guided the design process. The design objective of DigEmergo was to be useful, usable, retain distributed cognition features of ETS, and strengthen validity and output reliability. Evaluation. Eight expert ETS instructors participated in a formative system evaluation. The Technology Assessment Model (TAM) questionnaire was used to measure usefulness and ease of use. Observations and post-test interviews were conducted to contextualize the measures. Results. The results showed that DigEmergo was perceived as somewhat to quite useful and somewhat easy to use. Overall, expert users considered DigEmergo promising and successful in retaining core ETS features. Conclusions. The study indicates that a design methodology based on distributed cognition and simulation theory can be successfully combined to guide simulator (re)design and strengthen simulator validity.
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Beard, Isaiah. "The eBethArké Syriac digital library: a case study." Digital Library Perspectives 33, no. 1 (February 13, 2017): 40–47. http://dx.doi.org/10.1108/dlp-07-2016-0017.

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Purpose The purpose of this paper is to review and describe the teamwork, collaboration and learning experiences involved in meeting the unique challenges of establishing a new digital library for Syriac collections. The eBetharké Syriac Digital Library Portal is a collaborative effort between the libraries at Rutgers, The State University of New Jersey, and the Beth Mardutho Syriac Institute, a traditional library of texts, to create a specialized digital library collection online. This digital library features content in and relating to Syriac, an Aramaic dialect spoken in the first century A.D. and for which a great deal of historically significant documents was written during the period. Design/methodology/approach This task required effort and research on multiple fronts, including software development; collaboration on technical, interpersonal and policy-based levels; and in overcoming challenges related to the predominant computing platforms installed and in use by potential users of this digital library. Findings This collaboration provided significant new challenges and learning experiences among the staff who worked on this project and provides a base upon which our digital library platforms can diversify and be more culturally aware. Social implications There have been increasing calls within the academic community for better support in the technological space for this and other contemporary languages of the region. Creation of such a platform and expanding it significantly would benefit scholars of Middle Eastern texts in much the same way digital repositories have revolutionized online text access for the Western world. Originality/value The project is unique in that it is believed to the first production-level, digital preservation-specific Syriac digital library of its kind. It supports the display of metadata and descriptive details for digital library objects not just in English, but in Arabic and Syriac languages as well, where appropriate
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Cocciolo, Anthony. "Situating Student Learning in Rich Contexts: A Constructionist Approach to Digital Archives Education." Evidence Based Library and Information Practice 6, no. 3 (September 14, 2011): 4. http://dx.doi.org/10.18438/b8dp6n.

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Objective - This paper sought to determine whether a constructionist pedagogical approach to digital archives education could positively influence student perceptions of their learning. Constructionism is a learning theory that places students in the role of designers and emphasizes creating tangible artifacts in a social environment. This theory was used in the instructional design of the Digital Archive Creation Project (DACP), a major component of a digital archives course offered to students enrolled in a Master’s program in library science at Pratt Institute School of Library and Information Science. Methods - Participants were the 31 students enrolled in the DACP during the fall and spring semesters of 2010. They were surveyed as to their perceived learning outcomes as a result of their engagement with the DACP. Results - Results indicated that students perceived strong increases in their learning following their engagement in the DACP, particularly in terms of their skills, confidence, understanding of topics covered in other courses, and overall understanding. Factors that influenced these increases include the collaborative teamwork, the role of the facilitator or instructor, and individual effort. Conclusion - The project demonstrated that a constructionist pedagogical approach to digital archives education positively impacted students’ perceptions of their learning.
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Paradis, M. A., T. Nicolas, R. Gaugne, J. B. Barreau, R. Auger, and V. Gouranton. "MAKING VIRTUAL ARCHEOLOGY GREAT AGAIN (WITHOUT SCIENTIFIC COMPROMISE)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 23, 2019): 879–86. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-879-2019.

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<p><strong>Abstract.</strong> In the past two decades or so, digital tools have been slowly integrated as part of the archaeological process of information acquisition, analysis, and dissemination. We are now entering a new era, adding the missing piece to the puzzle in order to complete this digital revolution and take archaeology one step further into virtual reality (VR). The main focus of this article is the methodology of digital archaeology that fully integrates virtual reality, from beta testing to interdisciplinary teamwork. We briefly discuss data acquisition and processing necessary to construct the 3D model, the analysis that can be conducted during and after the making or creation of the 3D environment and the dissemination of knowledge. We explain the relevance of this methodology through the case study on the intendant’s palace, an 18th century archaeological site in Quebec City, Canada. With this experience, we believe that VR can prompt new questions that would never have occurred otherwise and can provide technical advantages in terms of gathering data in the same virtual space. We conclude that multidisciplinary input in archaeological research is once again proven essential in this new, inclusive and vast digital structure of possibilities.</p>
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Bosco, Alejandra, Noemí Santiveri, and Susanna Tesconi. "Digital Making in Educational Projects." Center for Educational Policy Studies Journal 9, no. 3 (September 24, 2019): 51. http://dx.doi.org/10.26529/cepsj.629.

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Digital Making as an Educational Project is an innovative educational experience that has been carried out with students of the Primary Education and Social Education degrees for three consecutive years. The experience introduces digital making as an activity in which students create an object using digital technology. In the process, they not only gain an insight into how the technology works, but also learn the content and competences of the curriculum. This innovative teaching practice was carried out as action research in order to improve traditional higher education practices. In this sense, the proposal puts the student at the centre of the process as the author and protagonist of their own learning process. The experience is based on their own interests: they decide what to make based on a given context. The students work in groups and look for what they need to learn to overcome a particular challenge, while the teacher supports the process as a facilitator, offering guidance and resources when necessary. The evaluation of the whole process is regulated via a group diary (a shared online document) and an individual diary (a blog) that the students produce. The final evaluation is not only of the printed product; the students also produce a video in the form of storytelling, in which they explain how the process evolved from the initial idea to the final impression of the object. They also reflect on what they have learned, how teamwork has worked and what possibilities they believe digital making offers in the primary and non-formal educational contexts in which they will work. All of the processes are compiled in the students’ blogs, as well as in the teachers’ field notebooks. The experience was executed in collaboration with the Digital Fabrication Centres of Barcelona. The results were organised to highlight the strengths and weaknesses of using technologies to improve higher education offering an approach in which students are at the centre of the whole process. Strengths: strong student motivation, promotion of self-directed and collaborative learning and learning by doing, and familiarisation with a transforming integration of technology as protagonists. Weaknesses: hesitance and resistance to facing the challenge, management of scarce time, large time investment by the teachers, and the difficulty of achieving in-depth reflection on how digital fabrication could be introduced in educational contexts such as primary school and non-formal contexts.
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Sultanova, Leila, Liudmyla Milto, and Maryna Zheludenko. "The Impact of the Covid-19 Pandemic on the Development of Higher Education." Acta Paedagogica Vilnensia 46 (September 8, 2021): 132–47. http://dx.doi.org/10.15388/actpaed.46.2021.9.

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The main research directions of the situation in European higher education and Ukraine such as emergency transition to distance learning and teaching; problems related to internationalization and academic mobility; the impact of COVID-19 pandemic on research; the importance of cooperation with various organizations; strengthening of European higher education at the international level; and consequences of the crisis and prospects for higher education have been defined. The threats and potential emergence of destabilizing natural circumstances for the development of educational systems in a society, in particular higher education, have been described in global, European and national dimensions.Four groups of teachers that have been formed in forced transition to distance education. The groups have included the teachers of the subjects that required a significant amount of practical and laboratory work; teachers who actively used digital technology before the pandemic; teachers familiar with digital technologies; teachers who failed to master new tools for organizing learning, teamwork and expanded use of digital resources. The problems of the lack of professionally developed programs for online learning, insufficient funding, the need for methodological training of teachers to work with students online, which are common to most universities, have been identified.
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H., Pysarevska. "TRENDS OF DEVELOPMENT OF THE USE OF DIGITAL TECHNOLOGIES IN PERSONNEL MANAGEMENT." Scientific Bulletin of Kherson State University. Series Economic Sciences, no. 41 (March 31, 2021): 54–60. http://dx.doi.org/10.32999/ksu2307-8030/2021-41-10.

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The article is devoted to the analysis of the development of innovative technologies in personnel management. The modern trends in HR development are substantiated: HR-automation, HR-analytics HR-marketing, Smart-recruiting, e-learning. The impacts of changes in business and human resource management on the development of HR-Digital have been researched: transformation of management model and formation of Digital-strategy; philosophy of agility, business orientation and the concept of balance between professional and personal life; development of HR-Digital. The basic principles of introduction of modern Digital HR technologies in the company are defined: centralization, automation, easy and fixed automation, concentration and simplicity. The international experience in the use of digital technol-ogies in personnel management and substantiated new tools to increase the efficiency of work with staff has been analysed. The focus shift from automation to performance; cloud services to simplify teamwork; constant control of efficiency; feedback, engagement and analytics; a new wave of corporate learning; innovations in the recruitment market; care for employees; human-centric analytics; Artificial Intelligence; innovative HR. The effectiveness of corporate training is proved, namely: distance learning, interactive platforms, micro-learning, upgraded learning management systems (LMS) based on artificial intelligence and virtual reality. The most effective applications and chat-bot services are substantiated. The possibility of introducing digitalization at domestic enterprises in the field of HR has been reasoned. Measures are proposed of digitalization introduction at enterprises, namely: stages of digitalization introduction in personnel management are offered. In addition, the proven necessity of developing mobile applications based on user experience and digital HR, combining social networks, mobile applications, analytics, and cloud technologies, provides a new platform to improve staff performance and the experience of candi-dates The digital capabilities to increase efficiency in human resource management have been defined. Keywords: management by personnel, digitalization, HR-platform, innovative information technologies, Digital- strategy, Digital technologies. Стаття присвячена аналізуванню розвитку інноваційних технологій в управлінні персоналом. Обгрунтовано новітні тенденції розвитку HR: HR-автоматизація, HR-аналітика HR-маркетинг, Smart-рекрутинг, електронне навчання. Досліджено вплив змін в бізнесі та управлінні людськими ресурсами на розвиток HR-Digital. Визначено основні принципи впровадження сучасних технологій Digital HR в компанію: централізація, автоматизація, легка і фіксована автоматизація, концентрація та простота. Проана-лізовано міжнародний досвід використання Digital технологій в управлінні персоналом та обґрунтовано нові інструментами для підвищення ефективності роботи з персоналом. Обгрунтовано можливість впровадження діджиталізації на вітчизняних підпри-ємствах у сфері HR. Запропоновано заходи щодо впровадження діджиталізації на підприємствах. Визначено можливості Digital для підвищення ефективності в управлінні людськими ресурсами. Ключові слова: управління персоналом, діджиталізація, HR-платформи, інноваційні інформаційні технології, Digital-стратегія, Digital-технології.
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Onwubiko, Cyril. "CyberOps: Situational Awareness in Cybersecurity Operations." International Journal on Cyber Situational Awareness 5, no. 1 (December 24, 2020): 82–107. http://dx.doi.org/10.22619/ijcsa.2020.100134.

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Cybersecurity operations (CyberOps) is the use and application of cybersecurity capabilities to a domain, department, organisation or nation. It is fundamentally to protect digital investments, contribute to national economic wellbeing by providing a safe, secure and conducive environment to conduct business and to protect a nation’s critical national infrastructures and citizens welfare. In this paper, we investigate operational factors that influence situational awareness of CyberOps, specifically, the features that deals with understanding and comprehension of operational and human factors aspects and that helps with insights on human operator decision making (e.g., cognition, teamwork, knowledge, skills and abilities). The operational factors discussed in this paper range from tools, techniques, integration, architecture to automation, cognition, people, policy, process and procedures.
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Michelsen, Gunnar, Tor Slettebø, and Ingunn Brita Moser. "Inclusive physical and digital spaces in vocational rehabilitation." Nordic Journal of Science and Technology Studies 7, no. 1 (May 19, 2019): 32–41. http://dx.doi.org/10.5324/njsts.v7i1.2796.

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This paper describes and discusses factors related to the working environment that promote the inclusion of job seekers with cognitive impairments. Vocational rehabilitation for job seekers with cognitive impairments is undertaken in adapted working environments. The working environment is a synthesis of the practices that are developed in the enterprise, in physical premises and digital spaces. Job seekers with cognitive impairments, for example Asperger’s syndrome and/or ADHD, have greater challenges in entering the labour market compared with other groups with impaired functional capacity (Hansen 2009). The importance of social skills, a more complex and dynamic working life and modern methods of organizing work, such as groupwork or teamwork in smaller groups with a flat structure, constitute some of the reasons for these challenges (Hawkins 2004, Attwood 2007). This paper builds on research following two adapted rehabilitation programmes for job seekers with cognitive impairments. Empirical data were collected through ethnographic/praxiographic fieldwork in enterprises offering the rehabilitation programmes (duration 24 months) (Mol 2002). The empirical material from this multiple case study is discussed using the concepts of ‘scenario’ (Callon 1987), and ‘affinity space’ (Gee 2004) from Geography and Science, Technology and Society studies (STS). The paper describes how the rehabilitation scenario in the enterprises is constructed to help participants to work on something that interests them, in a space where they can develop coping strategies and with access to technology that can enable them to find work as IT professionals in the future. Further, the study points to how development of an individually adapted and familiar digital interface, as well as access to a digital space in which the job seekers can be relatively autonomous, were crucial. The study finds that factors such as job tasks, the community of a shared diagnosis and interests, and the fact that the working environment includes physical space that can be characterized as affinity space, contribute to inclusion and the development of coping strategies.
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Hougham, R. Justin, Marc Nutter, and Caitlin Graham. "Bridging Natural and Digital Domains: Attitudes, Confidence, and Interest in Using Technology to Learn Outdoors." Journal of Experiential Education 41, no. 2 (January 9, 2018): 154–69. http://dx.doi.org/10.1177/1053825917751203.

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Background: The current study, Project EARPOD (Engaging At-Risk Populations Outdoors, Digitally), addressed two questions: First, does the use of technology in environmental education detract from students’ experiences outdoors? Second, can these technological interventions be expanded to provide access to students and schools across the socioeconomic spectrum? Purpose: EARPOD used an integrated technology program, Digital Observation Technology Skills (DOTS), to engage underserved students in experiential education meant to increase environmental literacy and provide evaluative data for pedagogical development in environmental education. Methodology/Approach: Researchers collected data on the impact of technology-integrated environmental programming on students’ knowledge and attitudes toward using technology in outdoor education. Lessons were conducted in small groups, encouraging peer mentoring with regard to tool use and observation that promoted teamwork within groups at an informal science learning (ISL) center. Findings/Conclusions: Preliminary results showed that students reported an increase in three main characteristics with regard to technology: confidence in using technologies outdoors, knowledge of available technologies, and knowledge of using different technologies. Implications: The results of the Project EARPOD study will help future educators and administrators make decisions regarding best practices and resource allocation for the use of technology within the field of environmental education.
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Fantazir, Kirsten, and Murray Bartley. "Role-Playing Gamification Technologies with Adult Learners." Imagining SoTL 1 (February 10, 2021): 3–24. http://dx.doi.org/10.29173/isotl520.

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The purpose of this quantitative scholarship of teaching and learning (SoTL) research study was to examine the impact Classcraft had on adult criminal justice students in a face-to-face context in a western-Canadian institution. Specifically, the role-playing digital game was integrated into a first-year applied English and investigative writing course; learners earned points, received “real world” prizes, and completed random, content-related challenges with their teams. Using a survey with Likert-style and open-ended questions, it was determined that most elements of Classcraft motivated and engaged participants. The most impactful finding was that Classcraft promoted teamwork and problem-solving abilities. While little research has been conducted in adult post-secondary settings related to the implementation of Classcraft, it is evident more research is required in other post-secondary learning contexts.
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