Building a Conceptual Framework for Creating New Knowledge Through a Virtual Interdisciplinary Environment Process

2010 ◽  
pp. 65-82
Author(s):  
Lynn A. Wilson
2014 ◽  
Vol 2014 ◽  
pp. 1-10 ◽  
Author(s):  
Ashley M. Pinkham ◽  
Tanya Kaefer ◽  
Susan B. Neuman

For young children, storybooks may serve as especially valuable sources of new knowledge. While most research focuses on how extratextual comments influence knowledge acquisition, we propose that children’s learning may also be supported by the specific features of storybooks. More specifically, we propose that texts that invoke children’s knowledge of familiar taxonomic categories may support learning by providing a conceptual framework through which prior knowledge and new knowledge can be readily integrated. In this study, 60 5-year olds were read a storybook that either invoked their knowledge of a familiar taxonomic category (taxonomic storybook) or focused on a common thematic grouping (traditional storybook). Following the book-reading, children’s vocabulary acquisition, literal comprehension, and inferential comprehension were assessed. Children who were read the taxonomic storybook demonstrated greater acquisition of target vocabulary and comprehension of factual content than children who were read the traditional storybook. Inferential comprehension, however, did not differ across the two conditions. We argue for the importance of careful consideration of book features and storybook selection in order to provide children with every opportunity to gain the knowledge foundational for successful literacy development.


2018 ◽  
Vol 18 (1) ◽  
pp. 49
Author(s):  
László Z. Karvalics

A tanulmány a játékkultúra kialakulóban lévő harmadik szakasza legfontosabb sajátosságának a játékok révén fokozódó kollektív megismerő erőt és a civilizációs kihívásokból levezetett célvezéreltséget tartja. Az egyre összetettebb játékvilágot így a nooszférába és a nootechnológiák közé sorolva kínál egy induló tipológiát, amelynek révén a játékok egy új főosztályának (noogames) alesetei is áttekinthetővé válnak. Ennek megfelelően határozza meg az egyes típusokat: az új tudományos tudást és az új információs értéket létrehozó játékokat, a tudományos és egyéb tudást sokszorozó játékokat, s a begyakorló, érettség-teremtő és tudatosság-fokozó játékokat, kijelölve eközben az oktató játékok helyét is ebben a rendszerben. A típusokat összefoglaló táblázat minden egyes celláját oda sorolható játékok illusztrálják. --- Noogames: game culture and civilization horizon The main argument of the paper revolves around the emerging third stage of game culture development. Its most important feature is collective cognition power, improved and augmented by games, and the new purposefulness, which is derived from the current challenges of civilisation. The ever increasingly complex game culture is presented as a part of the noosphere and nootechnologies, providing a taxonomy background for a new, main cluster of games, the so-called noogames. In this brand new conceptual framework the author identifies science games, emergames (games, producing new knowledge), scientific and knowledge dissemination games, launch games, maturity games and awareness raising games. It is also easy to find the place of education games in this system, where every category is illustrated by randomly listed popular games. Keywords: serious games, noosphere, nootechnology, game typologies, human technology


Author(s):  
Vladimir M. Nesterenko

The concept of education using an evolutional-activity approach is presented. This approach resolves the problem of continuous self-development of specialists in their professional activity. The conformity of their evolution to individual and social changing needs is supported by development of skills for reliable generation of a new valuable knowledge in the right time and in the right place of the professional space. This new knowledge becomes a basis for generation of time- and energy-effective engineering solutions, including unique ones. The novelty of the proposed approach comes from the establishment of an axiomatic basis. The core categories of the basis are activity classes. The whole conceptual framework and fundamental laws are represented as consequences of initial axioms and postulates of the basis. This approach allows the higher education pedagogy to overcome the conceptual crisis, which resulted from the variety of existing conceptual frameworks.


2019 ◽  
Vol 62 (4) ◽  
pp. 27-47
Author(s):  
Stevan Rakonjac

Both experiments and models are crucial in science. In this paper we will focus on the following questions about them: What are experiments and what are models? What is the relationship between them and how are they different? Are experiments and models equally good means for all scientific purposes, or do one of them have advantage over the other in some respects. Here we will offer a conceptual framework for dealing with these questions. First section will deal with Uskali Maki?s understanding of experiments and models, which highlits the concept of representation (Maki 2005). In the second section we will try to show that it is instead better to analyse experiments and models using the concepts of general phenomena and concrete phenomena, which will be introduced, as well as the concept of instantantiation. Using this conceptual framework, in the third section we will analyze experiments and models and make different claims about them than Maki does - Maki concludes that experiments and models are the same kind of thing, while we will point out to a nontrivial distinction between them. The distinction made here between experiments and models is very similar to the one made between them on the basis of the ?materials? of which they are made (Morgan 2005), but stating it in different terms and, we belive, more precisely . We will use our conceptual framework to try to show the adequacy of the distinction based on ?materials? and to show that Wendy Parker does not succeed in proving the opposite by the examples she give (sections 3.2 and 3.3). Using our conceptual framework, in sections 3.4 and 3.5, we will try to show that this difference in ?materials? makes experiments better means for acquiring new knowledge about (unexplored) phenomena and for testing theories than models.


Author(s):  
Richard Rogers

Have you or your students ever had questions about conceptual frameworks or found that you used different verbiage when discussing conceptual frameworks? This book succinctly explains conceptual frameworks and how they inform all parts of the research process. Ravitch and Riggan include exemplar empirical studies as models to help readers see the new knowledge in action. They also challenge your thinking and verbiage with conceptual frameworks. If you are a current doctoral student or if you are a researcher about to begin an empirical study, this book will help you create a more rigorous study that links all parts of the study with the conceptual framework.


Author(s):  
Madgula Padmaja

Every man lives with some amount of knowledge. This also applies to new born. It is inbuilt, hidden and visible only in actions. This chapter not only provides introduction but also revolves around the related conceptual framework wherein the definition, issues, types, attributes, levels of knowledge and related items were extensively briefed. The models of knowledge were elaborated. The spiral of Knowledge Management with steps for successful implementation, the budget plan and the team work were debated. After thorough reading of the chapter, reader would be able to identify components of knowledge, discriminate types of knowledge from attributes of knowledge, plan to manage knowledge, and identify, capture, and implement new knowledge in work.


2018 ◽  
Vol 9 (2) ◽  
Author(s):  
Beth Driscoll ◽  
Claire Squires

The book festival provides an intriguing instance of the overlapping cultural, social and economic dimensions of contemporary literary culture. This article proposes the application of a new conceptual framework, that of game-inspired thinking, to the study of book festivals. Game-inspired thinking uses games as metaphors that concentrate and exaggerate aspects of cultural phenomena in order to produce new knowledge about their operations. It is also an arts-informed methodology that offers a mid-level perspective between empirical case studies and abstract models. As a method, our Bookfestivalopoly and other games focus attention on the material, social and ideological dimensions of book festivals. In particular, they confirm the presence of neoliberal pressures and neocolonial inequalities in the “world republic of letters.” Our research thus makes a contribution to knowledge about the role of festivals within contemporary literary culture, and provides a model for researchers of cultural phenomena who may want to adopt game-inspired, arts-informed thinking as an alternative to traditional disciplinary methods.


2018 ◽  
Author(s):  
Francesco Ciampi

Management consulting firms are often discussed as being the firms whose core product is knowledge itself. However, despite the fact that consulting firms are generally aware of the value of knowledge for their own organizations and for their clients, the empirical evidence shows that even today the (economic and, above all, cognitive) value-creation potential related to the transition from consulting approaches geared to the transfer of “best practices” (consultant as expert) to consulting approaches geared to the cooperative creation of new knowledge and managerial capabilities (consultant as a facilitator of new managerial knowledge and capabilities creation processes) is rarely consciously perceived and, consequently, is not adequately planned for and exploited. This book interprets management consulting from a knowledge perspective, and proposes a general conceptual framework for investigating and interpreting that potential.


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