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1 – 10 of over 14000Paul Di Gangi, Robin Teigland and Zeynep Yetis
This research investigates how the value creation interests and activities of different stakeholder groups within one open source software (OSS) project influence the project's…
Abstract
Purpose
This research investigates how the value creation interests and activities of different stakeholder groups within one open source software (OSS) project influence the project's development over time.
Design/methodology/approach
The authors conducted a case study of OpenSimulator using textual and thematic analyses of the initial four years of OpenSimulator developer mailing list to identify each stakeholder group and guide our analysis of their interests and value creation activities over time.
Findings
The analysis revealed that while each stakeholder group was active within the OSS project's development, the different groups possessed complementary interests that enabled the project to evolve. In the formative period, entrepreneurs were interested in the software's strategic direction in the market, academics and SMEs in software functionality and large firms and hobbyists in software testing. Each group retained its primary interest in the maturing period with academics and SMEs separating into server- and client-side usability. The analysis shed light on how the different stakeholder groups overcame tensions amongst themselves and took specific actions to sustain the project.
Originality/value
The authors extend stakeholder theory by reconceptualizing the focal organization and its stakeholders for OSS projects. To date, OSS research has primarily focused on examining one project relative to its marketplace. Using stakeholder theory, we identified stakeholder groups within a single OSS project to demonstrate their distinct interests and how these interests influence their value creation activities over time. Collectively, these interests enable the project's long-term development.
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Chandan Acharya, Pratigya Sigdyal, Divesh Ojha, Pankaj C. Patel and Amandeep Dhir
This paper aims to address the challenges knowledge actors face when using knowledge codifiability to develop common interests. The challenge is compounded when actors with…
Abstract
Purpose
This paper aims to address the challenges knowledge actors face when using knowledge codifiability to develop common interests. The challenge is compounded when actors with diverse knowledge domains depend on each other to complete tasks, and, simultaneously, update their knowledge to address novelty in the organizational environment.
Design/methodology/approach
Given this context, this paper studies the impact of two moderating variables, systems dependence (Z) and novelty (W), on the relationship between knowledge codifiability (X) and common interests (M). This study also examines whether common interests (M) mediate the relationship between knowledge codifiability (X) and knowledge transfer (Y). To test the hypotheses, the authors collected data from 163 entrepreneurs in the southwest USA.
Findings
The results demonstrate that novelty in the knowledge domain of actors provides a supporting context for knowledge codifiability to develop common interests, but only when actors’ dependence on each other to complete tasks is at low to medium level. Moreover, the results also provide evidence that common interests mediate the relationship between codifiability and ease of knowledge transfer.
Originality/value
Using the results, this study provides a decision-making framework for managing tasks based on system dependence and novelty level.
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Kristy Padron and Sarah M. Paige
Many librarians are asked questions about copyright and intellectual property. They may be expected to advise on copyright or provide copyright education as part of their duties…
Abstract
Purpose
Many librarians are asked questions about copyright and intellectual property. They may be expected to advise on copyright or provide copyright education as part of their duties. Others may be “voluntold” to take on copyright, which may come as an unexpected addition to their workload. This case study provides suggestions for librarians to increase their copyright knowledge and create copyright education programs.
Design/methodology/approach
This case study showcases two copyright education programs created by a librarian in a college and another in a university. The librarians collaborated to learn more about the state of copyright education within academic libraries and explore their commonalities and differences. This case study introduces two copyright education programs and summarizes the state of copyright education within library and information science (LIS) and academic libraries.
Findings
The following themes within the two copyright education programs were identified through a case study: the complexity of copyright, the engagement (or lack thereof) across a college or university, the necessity of including copyright in information literacy instruction and the calls for professional development with copyright.
Research limitations/implications
This case study covers two differing institutions so its conclusions may not be applicable to all libraries or educational settings.
Practical implications
Many individuals who are in disciplines or occupations that regularly work with copyright may generate ideas for creating and providing continuing education within their organizations.
Originality/value
Library or education professionals can use the case study’s conclusions to inform and support their ongoing work with teaching and learning about copyright and intellectual property. By doing so, they can better support their students, faculty and institutions.
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Mengxi Zhou, Selena Steinberg, Christina Stiso, Joshua A. Danish and Kalani Craig
This study aims to explore how network visualization provides opportunities for learners to explore data literacy concepts using locally and personally relevant data.
Abstract
Purpose
This study aims to explore how network visualization provides opportunities for learners to explore data literacy concepts using locally and personally relevant data.
Design/methodology/approach
The researchers designed six locally relevant network visualization activities to support students’ data reasoning practices toward understanding aggregate patterns in data. Cultural historical activity theory (Engeström, 1999) guides the analysis to identify how network visualization activities mediate students’ emerging understanding of aggregate data sets.
Findings
Pre/posttest findings indicate that this implementation positively impacted students’ understanding of network visualization concepts, as they were able to identify and interpret key relationships from novel networks. Interaction analysis (Jordan and Henderson, 1995) of video data revealed nuances of how activities mediated students’ improved ability to interpret network data. Some challenges noted in other studies, such as students’ tendency to focus on familiar concepts, are also noted as teachers supported conversations to help students move beyond them.
Originality/value
To the best of the authors’ knowledge, this is the first study the authors are aware of that supported elementary students in exploring data literacy through network visualization. The authors discuss how network visualizations and locally/personally meaningful data provide opportunities for learning data literacy concepts across the curriculum.
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Galen Trail, Hyejin Bang and Windy Dees
The purpose of this study was to compare four different consumer pathway models based on identity theory, attitude/loyalty theory, lifestyle theory and hierarchy of effects…
Abstract
Purpose
The purpose of this study was to compare four different consumer pathway models based on identity theory, attitude/loyalty theory, lifestyle theory and hierarchy of effects theory, each with associated instruments measuring connection to the team.
Design/methodology/approach
The authors did a two-study analysis, first collecting data from people aware of an NFL team (N = 218) and then an MLS team (N = 209) to determine which connection item performed better.
Findings
The authors found that the Consumer Pathway for Sport Fandom based on the hierarchy of effects theory and its associated interest measurement item performed better than the other three frameworks and items. The Interest item shared the most variance with games attended, games intending to attend, games watched via media and games intending to watch via media.
Originality/value
The Consumer Pathway for Sport Fandom represents the entire consumer spectrum from non-aware consumers all the way up to die-hard sports fans. This pathway will allow sport marketers to track their consumers from initial awareness of the product or service all the way through the brand relationship to ultimate loyalty.
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Cryptocurrency arose, and grew in popularity, following the financial crisis of 2008 built upon a promise of decentralizing money and payments. An examination of the history of…
Abstract
Cryptocurrency arose, and grew in popularity, following the financial crisis of 2008 built upon a promise of decentralizing money and payments. An examination of the history of money and banking in the United States demonstrates that stable money benefits from strict controls and commitments by a centralized government through chartering restrictions and a broad safety net, rather than decentralization. In addition, financial crises happen when the government allows money creation to occur outside of official channels. The US central bank is then forced into a policy of supporting a range of money-like assets in order to maintain a grip on monetary policy and some semblance of financial stability.
In addition, this chapter argues that cryptocurrency as a form of shadow money shares many of the problematic attributes of both the privately issued bank notes that created instability during the “free banking” era and the “shadow banking” activities that contributed to the 2008 crisis. In this sense, rather than being a novel and disruptive idea, cryptocurrency replicates many of the systemically destabilizing aspects of privately issued money and money-like instruments.
This chapter proposes that, rather than allowing a new, digital “free banking” era to emerge, there are better alternatives. Specifically, it argues that the Federal Reserve (Fed) should use its tools to improve public payment systems, enact robust utility-like regulations for private digital currencies and limit the likelihood of bubbles using prudential measures.
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Min Ching Chen, Tak-Wai Chan and Yu Hsin Chen
Podcasting is a new mobile technology application for language learning. Drawing upon the stimulus–organism–response model and the interest driven creator (IDC) theory from…
Abstract
Purpose
Podcasting is a new mobile technology application for language learning. Drawing upon the stimulus–organism–response model and the interest driven creator (IDC) theory from e-learning, this study aims to develop and test an integrative conceptual framework. This study investigates contextual and environmental stimuli effects (content richness [CR], self-directed learning [SDL] and situational interest [SI]) from a podcast English learning context on learners’ experience states (cognitive absorption [CA], pleasure [PL] and arousal [AR]) and their subsequent responses (continuance learning intention [CLI]).
Design/methodology/approach
Using 416 valid responses from five universities located in North Taiwan, data analysis is performed using a structural equation model.
Findings
The results show that most of the interest factor stimuli (CR, SDL and SI) have significant impacts on learners’ experiences (CA, PL and AR), which in turn affect their CLI.
Practical implications
The findings provide useful insights for English show podcasters and operators to invest in establishing learners’ interest factor and stimulating experiences to improve their CLI.
Originality/value
This paper contributes to a better understanding of students who use contextual factors of podcast English learning and how these factors influence their CLI via a framework of stimulus–organism–response and the IDC theory.
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Ibrahim Oluwajoba Adisa, Danielle Herro, Oluwadara Abimbade and Golnaz Arastoopour Irgens
This study is part of a participatory design research project and aims to develop and study pedagogical frameworks and tools for integrating computational thinking (CT) concepts…
Abstract
Purpose
This study is part of a participatory design research project and aims to develop and study pedagogical frameworks and tools for integrating computational thinking (CT) concepts and data science practices into elementary school classrooms.
Design/methodology/approach
This paper describes a pedagogical approach that uses a data science framework the research team developed to assist teachers in providing data science instruction to elementary-aged students. Using phenomenological case study methodology, the authors use classroom observations, student focus groups, video recordings and artifacts to detail ways learners engage in data science practices and understand how they perceive their engagement during activities and learning.
Findings
Findings suggest student engagement in data science is enhanced when data problems are contextualized and connected to students’ lived experiences; data analysis and data-based decision-making is practiced in multiple ways; and students are given choices to communicate patterns, interpret graphs and tell data stories. The authors note challenges students experienced with data practices including conflict between inconsistencies in data patterns and lived experiences and focusing on data visualization appearances versus relationships between variables.
Originality/value
Data science instruction in elementary schools is an understudied, emerging and important area of data science education. Most elementary schools offer limited data science instruction; few elementary schools offer data science curriculum with embedded CT practices integrated across disciplines. This research assists elementary educators in fostering children's data science engagement and agency while developing their ability to reason, visualize and make decisions with data.
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V. Senthil Kumaran and R. Latha
The purpose of this paper is to provide adaptive access to learning resources in the digital library.
Abstract
Purpose
The purpose of this paper is to provide adaptive access to learning resources in the digital library.
Design/methodology/approach
A novel method using ontology-based multi-attribute collaborative filtering is proposed. Digital libraries are those which are fully automated and all resources are in digital form and access to the information available is provided to a remote user as well as a conventional user electronically. To satisfy users' information needs, a humongous amount of newly created information is published electronically in digital libraries. While search applications are improving, it is still difficult for the majority of users to find relevant information. For better service, the framework should also be able to adapt queries to search domains and target learners.
Findings
This paper improves the accuracy and efficiency of predicting and recommending personalized learning resources in digital libraries. To facilitate a personalized digital learning environment, the authors propose a novel method using ontology-supported collaborative filtering (CF) recommendation system. The objective is to provide adaptive access to learning resources in the digital library. The proposed model is based on user-based CF which suggests learning resources for students based on their course registration, preferences for topics and digital libraries. Using ontological framework knowledge for semantic similarity and considering multiple attributes apart from learners' preferences for the learning resources improve the accuracy of the proposed model.
Research limitations/implications
The results of this work majorly rely on the developed ontology. More experiments are to be conducted with other domain ontologies.
Practical implications
The proposed approach is integrated into Nucleus, a Learning Management System (https://nucleus.amcspsgtech.in). The results are of interest to learners, academicians, researchers and developers of digital libraries. This work also provides insights into the ontology for e-learning to improve personalized learning environments.
Originality/value
This paper computes learner similarity and learning resources similarity based on ontological knowledge, feedback and ratings on the learning resources. The predictions for the target learner are calculated and top N learning resources are generated by the recommendation engine using CF.
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