371 research outputs found

    Backlund,Hallenborg,Hallgrimsson Transfer of Development Process Knowledge Transfer of Development Process Knowledge Through Method Adaptation and Implementation

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    Knowledge transfer is one of the key problem areas in knowledge management. This paper focuses on the transfer of knowledge about the software development process. There is an aim to improve process knowledge and one way of doing it is to introduce commercial development methods. However, doing this is not an easy task. We present a study of how such an introduction of a widespread method was carried out in two large software development organisations. We conclude that a new method has to be adapted and implemented in the organisation in order to make it a part of the organisation specific knowledge base. The new method has to become an integrated part of the existing development process knowledge of the organisation, meaning that it has to be adapted to fit with other organisation specific processes. The ability to do so is the absorptive capacity: the capability to identify and recognise the value of new external knowledge, assimilate it, and apply it

    Serious games design knowledge : Experiences from a decade (+) of serious games development

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    INTRODUCTION: Serious games is an effort to combine the engagement and motivation from games with some sort of utility beyond mere entertainment. OBJECTIVES: The objective of this paper is to revisit and analyse six projects to explore the design space for serious games and derive design guidelines for serious games. METHODS: We analysed our project portfolio to identify a set of projects which satisfied well-established guidelines for design science research. By analysing these projects as well as their outcomes we generated a set of design principles for serious games. RESULTS: The results from this study is a conceptualisation of the design space for serious games and seven design principles. CONCLUSION: By explicating the game design component in serious games and relating it to the utility dimension we add to the understanding of the serious games from a game perspective, which is relevant to any development effort intending to use the persuasive and motivational power of games.Online first; published on 27 May 2021.CC BY 4.0"Funding has been provided by: University of Skövde, Länsförsäkringar, Sten A Olssons stiftelse för forskning och kultur, Church of Sweden, World Childhood Foundation, Region Västra Götaland, Swedish Rescue Services Agency research fund."Corresponding author: Email: [email protected]</p

    Letting the students create and the teacher play

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    In this paper we describe four player roles in game-based learning and training, namely student player, student author, teacher player and teacher author. By this, we want to emphasise the creative and collaborative nature of gameplay, such as in-game feedback, scenario creation and “puckstering“, that put students and teachers, not on opposite sides of a spectrum, but as members of a community of practice with varying degrees of expertise. Using these four player roles as a basis for analysis, we have observed training sessions for vocational education within military and rescue contexts. The result is multifaceted insights into both the strengths and draw-backs of incorporating these roles into a serious game.</p

    On The Research Approaches Employed at Recent European Conferences on Information Systems (ECIS 2002 - ECIS 2004)

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    European Information Systems research is reflected in the papers presented at the European Conference for Information Systems (ECIS). It seems that we employ a number of different approaches for research in the IS community. There has been a debate on methodological appropriateness and choice of research approach over the years. This paper adds to that debate by presenting a snapshot of what research approaches have been employed at recent ECIS. This paper presents a classification scheme for discussing research approaches and applies that scheme to analyse the papers presented at the three most recent ECIS. The results show that the proportion of studies employing qualitative interviews in combination with document studies has increased. The proportion of studies employing prolonged organisational engagement is relatively stable, while experimental studies where artefacts are constructed and/or tested are decreasing

    Systemutvecklingsmetoder ur ett inlärningsperspektiv

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    Det går att se på en systemutvecklingsmetod på olika sätt. Dels kan man studera den utifrån dess beståndsdelar, och dels kan man studera de processer i utvecklingsarbetet som leder fram till slutresultatet. I detta examensarbete diskuteras en del av de kognitiva krav som ställs vid inlärning av en systemutvecklingsmetod. Inom ramen för en litteraturstudie diskuteras vad som är viktigt att lyfta fram när en systemutvecklingsmetod ska presenteras och vilka inlärningsproblem som finns i samband med detta. Rapporten innehåller även en fallstudie där en systemutvecklingsmetod (Enterprise Knowledge Development) presenteras i HTML-format i en så kallad Electronic Guide Book. Examensarbetets bidrag till EGB består i att ge exempel på hur valda delar av EKD kan presenteras i HTML-format

    Adopting the Knowledge Embedded in New Methods : the Challenge of Aligning Old and New Practices

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    There are many reports on how Information Systems Development (ISD) methods are adapted before they are used. The need to customise methods is explained by the variety of systems that are developed and the various situations in which information systems can be developed. This means that the development process knowledge embedded in an ISD method can be used in different ways in different situations. The study presented in this paper is a follow up of a study of how a widespread ISD method was adapted and introduced in an organisation. In this paper we focus on how the development method was actually used in a project. The paper extends an earlier model of analysis for characterising information systems development in terms of knowledge work. The model recognises four classes of knowledge work: routine, craft-like, professional, and creative knowledge work. We use that particular model to elaborate on how the various kinds of knowledge work presented interact in an actual development situation. The main contributions of the paper are the application of the analysis model on an empirical case and the extension of the analysis model to comprise the interactions between the different types of knowledge work.</p

    Ambulansträningscenter [Elektronisk resurs] : Förstudie prehospitalt tränings- och simuleringscenter för Västra Götaland

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    Denna förstudie presenterar förutsättningar och vision för ett ambulansträningscenter i Skövde. Förstudien är genomförd i samarbete mellan Högskolan i Skövde (Institutionen för kommunikation och information och Institutionen för vård och natur) och Ambulanssjukvårdens stabsenhet vid Skaraborgs sjukhus. Visionen för Ambulansträningscenter Skövde är ett simulatorträningscenter med inriktning mot prehospital sjukvård. Träningskonceptet integrerar vårdkedjan från omhändertagande på olycksplats till avlämning på akutmottagning så att hela processen tränas. Dessutom integreras flera aspekter av insatsen så att utryckningskörning, kommunikation, medicinskt omhändertagande, omvårdnad och teamsamarbete tränas samtidigt.</p
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