Supporting the digital professor: information, training and support

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Shanna Coles ◽  
Florence Martin ◽  
Drew Polly ◽  
Chuang Wang

PurposeThe purpose of this paper is to provide insight into institutions of higher education (IHE) on how to support faculty in the integration of digital technologies. The research explores faculty interest in types of digital technology information and training, and the types of support faculty are likely to participate in related to digital technology integration. The association of demographic factors of primary teaching method, and experience teaching online or hybrid is provided.Design/methodology/approachA sample of 247 faculty from 53 institutions in the USA completed an online survey related to information, training and support for digital technology integration. The analysis included exploring the descriptive ratings overall and by demographic variable and conducting the one-way multivariate analysis of variance (MANOVA) with reported effect sizes and Scheffe post-hoc tests.FindingsFrom a list of digital technologies that included the LMS, Collaboration Tools (social media and online meeting tools), Audio-Visual Tools (video creation and podcasts), and Technology Trends (mobile learning, games and adaptive learning), faculty ranked LMS highest in interest for training and information. Faculty who have taught hybrid are most interested in collaboration tools and trend tools. For support type, faculty ranked web resources slightly higher than other types of support.Practical implicationsIHE units involved in faculty development can use the findings to plan faculty support initiatives for future institutional needs.Originality/valueThis paper gathers insight from faculty on their preferences for information, training, and support for integrating digital technologies.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Petra Bosch-Sijtsema ◽  
Christina Claeson-Jonsson ◽  
Mikael Johansson ◽  
Mattias Roupe

Purpose This paper aims to focus on 11 digital technologies (i.e. building information modeling, artificial intelligence and machine learning, 3D scanning, sensors, robots/automation, digital twin, virtual reality, 3D printing, drones, cloud computing and self-driving vehicles) that are portrayed in future trend reports and hype curves. The study concentrates on the current usage and knowledge of digital technologies in the Swedish architecture, engineering and construction (AEC) industry to gain an insight in the possible expectations and future trajectory of these digital technologies. Design/methodology/approach The study applies an abductive approach which is based on three different types of methods. These methods are a literature and document study which focused on 11 digital technologies, two workshops with industry (13 participants) and an online survey (N = 84). Findings The paper contributes to a current state analysis of the Swedish AEC industry concerning digital technologies and discusses the trajectory of these technologies for the AEC industry. The paper identifies hype factors, in which the knowledge of a digital technology is related to its usage. From the hype factors, four zones that show different stages of digital technology usage and maturity in the industry are induced. Originality/value The contribution of the paper is twofold. The paper shows insight into opportunities, the current barriers, use and knowledge of digital technologies for the different actors in the AEC industry. Furthermore, the study shows that the AEC industry is behind the traditional Gartner hype curves and contributes with defining four zones for digital technologies for the Swedish AEC industry: confusion, excitement, experimentation and integration.


2017 ◽  
Vol 16 (2) ◽  
pp. 60-65 ◽  
Author(s):  
Ravin Jesuthasan

Purpose This paper aims to explore how a new industrial revolution with digital technology at its core is disrupting the workplace. It shares how HR has an opportunity to use data and digital technologies to reinvent how organizations engage with their workforce. It answers the question of how HR pivots from its legacy focus on compliance and being a steward of employment to the work and helping the organization strengthen its connection with its workers through improved digital engagement. Design/methodology/approach The paper is based on Willis Towers Watson thought leadership and references recent findings from their research. Findings The paper explores how digital technologies have changed how workers connect with their co-workers and the organization. In addition, it examines how digital technologies are changing how work gets done. Research limitations/implications The paper is not exclusively based on research. Practical implications The paper explores how digital technologies drive engagement, HR’s role as steward of the work and enabler of digital engagement and best practices for enabling digital engagement in the modern workplace. Originality/value This paper fulfills a need to assist HR leaders in thinking through the implications of the future of work and how digital technologies will shape that future.


Author(s):  
Hridayjit Kalita ◽  
Kaushik Kumar

The perception of learning and teaching in the educational universities have been affected by digital technology. With the industrial concern over sustainability of resources and efficiency in operation in a digital environment, the need arises to implement digital technologies in the educational setting so that digital competence of the future workforce can be elevated, and better industrial output-based education is provided. In this chapter, an attempt has been made to describe and discuss the current scenario of digital integration in higher educational disciplines. The issues concerning this integration include teacher inability to incorporate digital thinking into student learning, student non-adaptability to modern technologies, unreliability of digital educational resources, and lack of infrastructure/power supply in most of the educational institutes. An active digital learning approach in students and extensive training sessions for digital utilization excellence in teachers and educators are a few ways to solve issues regarding the above-mentioned integration.


Kybernetes ◽  
2018 ◽  
Vol 47 (2) ◽  
pp. 333-342 ◽  
Author(s):  
Federico Fiorelli

Purpose The purpose of this paper is to present some scenarios about a possible future evolution of the labour market in the knowledge economy. Design/methodology/approach The author used the literature to describe the historical evolution of the technology unemployment. Findings Digital technology does not directly generate unemployment, as the balance between jobs destroyed and created has historically always been positive. Indeed, technological unemployment in such a context can manifest itself in the form of frictional unemployment. Originality/value The study enriches the literature on the relationship between digital technologies and unemployment rate.


in education ◽  
2016 ◽  
Vol 22 (1) ◽  
pp. 42-60
Author(s):  
Brian Beaton ◽  
Penny Carpenter

Using a critical settler colonialism lens, we explore how digital technologies are being used for new education opportunities and First Nation control of these processes in remote First Nations. Decolonization is about traditional lands and creating the conditions necessary so Indigenous people can live sustainably in their territories (Simpson, 2014; Tuck & Yang, 2012). Remote First Nations across Canada face considerable challenges related to accessing quality adult education programs in their communities. Our study, conducted in partnership with the Keewaytinook Okimakanak Research Institute, explores how community members living in remote First Nations in Northwestern Ontario are using digital technologies for informal and formal learning experiences. We conducted an online survey in early 2014, including open-ended questions to ensure the community members’ voices were heard. The critical analysis relates the findings to the ongoing project of decolonization, and in particular, how new educational opportunities supported by digital technology enable community members to remain in their communities if they choose to, close to their traditional lands


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mark S. Rosenbaum ◽  
Gabby Walters ◽  
Karen L. Edwards ◽  
Claudia Fernanda Gonzalez-Arcos

Purpose This commentary puts forth a conceptual framework, referred to as the consumer, organization, government framework of unintended digital technology service failures, that specifies consumer, organizational and governmental shortcomings that result in digital technologies failing in terms of negatively affecting consumer, communal, national and/or global welfare. Design/methodology/approach The authors conceptualize an original framework by engaging in a literature review regarding marketplace failures associated with digital service technologies. Findings The framework shows that three drivers explain why commercial digital technologies often fail. The first driver highlights misuse or criminal intent from individuals. The second involves organizations failing to prevent or to address technology failures. The third pertains to failures that stem from governmental institutions. Research limitations/implications The authors encourage researchers to build on their framework by putting forth research questions. To prevent or lessen opportunities for digital technologies to result in service failures, the authors also offer practitioners a “digital technology service failure audit.” This audit shows how digital technology creators and managers can anticipate and address consumer, organizational and governmental factors that often cause digital service technologies failures. Social implications Despite the absence of industry-specific regulations and the existence of some regulatory immunities, digital technology providers have an ethical duty, and may be obligated under applicable tort law principles, to take steps to prevent unintended harm to consumers before launching their service technologies. Originality/value This work reveals that digital technologies represent new and different threats to vulnerable consumers, who often rely on, but do not fully understand, these technologies in their everyday living. The framework helps consumers, organizations and government agencies to identify and remedy current and potential instances of harmful digital technologies.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Matthew Tingchi Liu ◽  
Shiying Dong ◽  
Mingxia Zhu

PurposeThe study aims to integrate the insights gained from the gambling industry into a value creation conceptual framework for analyzing the influence of digital technology application. Both primary and secondary data from industry practitioners are examined and discussed.Design/methodology/approachIn-depth interviews covering top management from six major casinos in Macau were conducted with industry experts, who provided the pioneering feedback on digitalization technology implemented with examples from major casino cities, including Macau, Las Vegas, Monte Carlo, Singapore, Seoul and some others.FindingsThe study provides an overview of the current status of the application of digital technology in the gambling industry and the level of the feasibility, practicability and profitability of this development on the casino floor. Digital technologies are found to augment the gambling industry in aspects of the product, service and operational structure. Research also discovers that benefits and values gained by the casino can be categorized in three dimensions: (1) value perceived by the customer, (2) value obtained from the customer and (3) value gained by the firm.Originality/valueThe research serves as a reference for Macau policymakers regarding regulations on emerging digital technologies in the gambling industry, as well as for casino management seeking to understand new potential business opportunities and future developments in digitalization.


2021 ◽  
Author(s):  
Carmit Noa Shpigelman ◽  
Amir Tal ◽  
Yaara Zisman-Ilani

BACKGROUND Despite the growing interest in developing and using mHealth (mobile health) and digital technologies in mental health, little is known about the scope and nature of virtual community inclusion. OBJECTIVE The overarching goal of this study was to understand and conceptualize virtual community inclusion of individuals with serious mental illness (SMI). Specific objectives were: (1) Mapping the prevalence, trends, and experiences related to mHealth and digital technology use among individuals with SMI; (2) Comparing patterns of technology use by individuals with and without SMI; and (3) Examining whether use of mHealth and digital technologies predicts recovery among individuals with SMI. METHODS An online survey of technology use and virtual participation was developed and distributed among adults with and without SMI via social media, national email discussion lists, non-profit organizations, and advocacy groups. RESULTS A total of 381 adults aged 18 years or older participated in the survey, 199 (52%) identified as having a SMI. Participants with SMI reported significantly greater access to technology and significantly fewer days of face-to-face participation in community activities compared with participants without SMI. Among participants with SMI, greater technology use was positively associated with positive emotions and significantly predicted recovery. CONCLUSIONS The present study is the first to explore, map, and conceptualize virtual community inclusion among adults with SMI. Our findings indicate a gap in the literature and research on community inclusion and participation and emphasize the need for virtual community inclusion, particularly during the time of COVID-19 and its future implications.


2020 ◽  
Vol 11 (1) ◽  
pp. 47-68
Author(s):  
William Gerard Ryan ◽  
Alex Fenton ◽  
Wasim Ahmed ◽  
Phillip Scarf

PurposeThe purpose of this research is to explore and define the digital maturity of events using the Industry 4.0 model (I4.0) to create a definition for Events 4.0 (E4.0) and to place various relevant technologies on a scale of digital maturity.Design/methodology/approachIn a mixed methods approach, we carried out a qualitative social media analysis and a quantitative survey of tourism and events academics. These surveys and the thorough literature review that preceded them allowed us to map the digital technologies used in events to levels of a digital maturity model.FindingsWe found that engagement with technology at events and delegate knowledge satisfactorily coexists for and across a number of different experiential levels. However, relative to I4.0, event research and the events industry appear to be digitally immature. At the top of the digital maturity scale, E4.0 might be defined as an event that is digitally managed; frequently upgrades its digital technology; fully integrates its communication systems; and optimizes digital operations and communication for event delivery, marketing, and customer experience. We expect E4.0 to drive further engagement with digital technologies and develop further research.Originality/valueThis study has responded to calls from the academic literature to provide a greater understanding of the digital maturity of events and how events engage with digital technology. Furthermore, the research is the first to introduce the concept of E4.0 into the academic literature. This work also provides insights for events practitioners which include the better understanding of the digital maturity of events and the widespread use of digital technology in event delivery.


2014 ◽  
Vol 1 (1) ◽  
Author(s):  
Kristen Moore

The purpose of this research project was to see if there are any connections between student engagement and teacher proficiency when digital technology is being used in the elementary classroom. In order to determine if such a connection does exist, scholarly articles were reviewed and an online survey of students in the Bachelor of Education Program was conducted. Through scholarly review, it was determined that there is a direct connection between the proficiency of the teacher using the digital technology and the engagement of the students in the learning activity. If the teacher is highly proficient, then students are more likely to be engaged in the lesson. Through the online survey, teacher candidates answered questions about their own proficiency levels with specific digital technologies. From the findings of this project, it can be concluded that teacher proficiency is very important when it comes to engaging students through the use of digital technologies in the classroom. Professional development in this area would be useful for both teacher candidates and practicing teachers, as the use of digital technology in the elementary classroom is increasing.


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