Literature review on Web based training in workplace, 2010-2015

2016 ◽  
Vol 24 (2) ◽  
pp. 166-174
Author(s):  
Shipra Sharma ◽  
Shalini Garg
Keyword(s):  
2012 ◽  
Vol 73 (1) ◽  
pp. 33-46 ◽  
Author(s):  
Tim Bottorff ◽  
Andrew Todd

Statistical reporting of library instruction (LI) activities has historically focused on measures relevant to face-to-face (F2F) settings. However, newer forms of LI conducted in the online realm may be difficult to count in traditional ways, leading to inaccurate reporting to both internal and external stakeholders. A thorough literature review is combined with the results of an investigative survey to reveal the current status of reporting such activities. The results reveal considerable confusion about the reporting of Web-based LI activities, even though a number of librarians are devoting significant amounts of time to this important and growing area of librarianship.


2020 ◽  
Author(s):  
Immaculada Grau-Corral ◽  
Percy Efran Pantoja ◽  
Francisco J. Grajales III ◽  
Belchin Kostov ◽  
Valentí Aragunde ◽  
...  

BACKGROUND The presence of the mobile phone and devices is generating knowledge about the use of applications to support patient care, but there are few recommendations for apps dedicated to healthcare professionals OBJECTIVE To establish a validated scale to assess healthcare mobile applications is the most efficient step for health care providers and systems. The main goal is to create and validate a tool to evaluate health apps destined to be used by health professionals. METHODS A five steps simplified methodology to assess of the scale was followed. The first step consists of building a scale for professionals based on a literature review. Next step would be an expert panel validation by a Delphi method, rating web-based questionnaires to evaluate inclusion and weight of the indicators. It was agreed to carry out, as many iterations as necessary, to reach a consensus of 75%. Finally, a pilot of the score was developed to evaluate the reliability of the scale. For the inter-rater agreement assessment during the pilot, the Cohen Kappa was used. RESULTS After the literature review, a first scale draft was developed. Two rounds of interactions of the local investigation group and the external panel of experts were needed to select final indicators. Seventeen indicators were included in the score. For the pilot test, 280 apps were evaluated and 66 meet the criteria. The interrater agreement was strong (higher than 82% with significant kappa >0.72 per app and item). CONCLUSIONS We have developed, with a reproducible methodology, a tool that allows us to evaluate health applications for clinical, surgical and general medical providers. The ISYScore-PRO scale to be reliable and reproducible. The assessment permitted to consolidate every step of the methodology. We were able to reach consensus on the dimensions and items on the scale with only two rounds. The process of validation included two robust methodologies. The ISYScore-PRO scale is reliable and reproducible.


Author(s):  
Vicky Ward ◽  
Tricia Tooman ◽  
Benet Reid ◽  
Huw Davies ◽  
Breid O’ Brien ◽  
...  

Background: Embedded research involves co-locating researchers within non-academic organisations to better link research and practice. Embedded research initiatives are often complex and emergent with a range of underlying intents, structures and processes. This can create tensions within initiatives and contributes to ongoing uncertainty about the most suitable designs and the effectiveness of different approaches.Aims and objectives: We aimed to devise a practical framework to support those designing and cultivating embedded research by operationalising findings from an extensive study of existing initiatives.Key conclusions: The underpinning research on embedded initiatives – a literature review and scoping exercise of initiatives in health settings across the UK – showed that such initiatives share ten common sets of concerns in relation to their intent, structure and processes. We used these insights during a co-production workshop with embedded researchers and their managers that made use of a range of creative activities.The workshop resulted in a practical framework (and associated web-based tools) that draw on the metaphor of a garden to represent the growing, emergent nature of embedded research initiatives and the active work which individuals and organisations need to put into planning and maintaining such initiatives. Each of the aspects is represented as a separate area within the garden using relevant visual metaphors. Building on this, we also present a series of reflective questions designed to facilitate discussion and debate about design features, and we link these to the wider literature, thereby helping those involved to articulate and discuss their preferences and expectations.<br />Key messages<br /><ul><li>Embedded research initiatives are becoming increasingly popular across public sector organisations;</li><br /><li>There are many choices to be made when designing an embedded research initiative, and fresh challenges and tensions emerge as initiatives unfold;</li><br /><li>We present a structured, multilayered framework to support those designing, analysing and managing embedded research initiatives;</li><br /><li>The framework can support transparency, dialogue, agreement of expectations and ongoing learning within and between initiatives.</li></ul>


Author(s):  
Barbara Aquilani ◽  
Tindara Abbate

This chapter aims at analyzing how firms can successfully embrace an Open Innovation (OI) process through customers, involving them, individually or in communities, in the co-creation of ideas, knowledge, products, services, processes, putting into action and integrating their creativity with firms' resources. Three main areas of interest are analyzed through a literature review process, to create a framework able to show the challenges organizations have to meet simultaneously externally (i.e. consumerism) and internally (i.e. organizational changes) in this shift of the innovation paradigm: consumerism features and challenges, OI approach and web-based platforms, and organizational issues involved in the OI paradigm shift. This chapter affords consumerism and OI approach, while the next, which is the sequel of this one, discusses OI platforms and organizational changes as well as the resulting framework. Four contributions distinguish this study: (i) the link between consumerism and OI; (ii) the focus on customers as a source of external innovation; (iii) the identification of alternative ways to access OI with customers and their features; (iv) the disclosure of a “hybrid” mode to develop OI through customers.


2008 ◽  
pp. 611-622
Author(s):  
Tharitpong Fuangvut ◽  
Helen Hasan

A major objective of this article is to propose a framework for development of a campus portal accommodating the end-users’ online activities, especially students who are normally considered as a major group of users for the campus portal. By summarising between the literature review in the domain of traditional information systems development methodology and Web-based information systems development methodology and the findings of the research, an appropriate model can finally be concluded and recommended, and is presented in this article. Although this article can be considered as a standalone article, it is recommended that the reader read the article entitled “The Need for a Comprehensive Methodology for Campus Portal Development.” Additionally, the complete version of this research can also be obtained from the digital thesis section of the University of Wollongong Library (http://www. library.uow.edu.au).


2020 ◽  
Vol 10 (21) ◽  
pp. 7859 ◽  
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Sergio Luján-Mora

Nowadays, serious games, called training or learning games, have been incorporated into teaching and learning processes. Due to the increase of their use, the need to guarantee their accessibility arises in order to include people with disabilities in the educational environments in an integral way. There are reviews of the literature on video games but not on web-based serious games. Serious games are different from the previous ones because their educational processes allow reinforcing learning. This literature review was conducted using the recommendations for systematic reviews proposed by Kitchenham and Petersen. Three independent reviewers searched the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases for the most relevant articles published between 2000 and 2020. Review selection and extraction were made using an interactive team approach. We applied the study selection process’s flowchart adapted from the PRISMA statement to filter in three stages. This systematic literature review provides researchers and practitioners with the current state of web-based serious games and accessibility, considering cognitive, motor, and sensory disabilities.


2019 ◽  
Vol 5 (1) ◽  
Author(s):  
Peter L Gorski ◽  
Emanuel von Zezschwitz ◽  
Luigi Lo Iacono ◽  
Matthew Smith

Abstract We present a systematization of usable security principles, guidelines and patterns to facilitate the transfer of existing knowledge to researchers and practitioners. Based on a literature review, we extracted 23 principles, 11 guidelines and 47 patterns for usable security and identified their interconnection. The results indicate that current research tends to focus on only a subset of important principles. The fact that some principles are not yet addressed by any design patterns suggests that further work on refining these patterns is needed. We developed an online repository, which stores the harmonized principles, guidelines and patterns. The tool enables users to search for relevant guidance and explore it in an interactive and programmatic manner. We argue that both the insights presented in this article and the web-based repository will be highly valuable for students to get a good overview, practitioners to implement usable security and researchers to identify areas of future research.


2020 ◽  
Vol 25 (3) ◽  
pp. 232-246
Author(s):  
Beth Hundey ◽  
Lauren Anstey ◽  
Heather Cruickshank ◽  
Gavan P. L. Watson
Keyword(s):  

2019 ◽  
Vol 29 (1) ◽  
pp. 38-48 ◽  
Author(s):  
Xingjuan Luo ◽  
Lihong Gao ◽  
Jieyu Li ◽  
Yi Lin ◽  
Jie Zhao ◽  
...  

2018 ◽  
Author(s):  
Hansi Effendi

This research is a preliminary study that is used as a guide to develop an interactive web-based learning model at Electrical Engineering Department, Faculty of Engineering, Padang State University (PSU). This research is conducted through a literature review on factors that influence the development of web-based learning model; needs assessment through a questionnaire about lecturers and students’ opinion on e-learning; and feasibility study about the readiness of PSU in the implementation of teaching and learning process through e-learning. The result from literature review can be concluded that there are three factors that should be considered in developing web-based learning model, which are: (1) Constructivism; (2) Interactivity; and (3) Student’s Learning Style. The result from need assessment and feasibility study that is conducted in the Electrical Engineering Department and Computer Center of PSU showed that the facilities and infrastructures of PSU are adequate to develop e-learning. Some issues that to be overcome are adding more computers at the campus for students who do not have their own computer and organizing a training for students about the use of e-learning in teaching and learning process.


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