scholarly journals FRAMEWORK PARA PODCAST BASADO EN DESIGN SCIENCE RESEARCH

2021 ◽  
Vol 28 (2) ◽  
pp. 491
Author(s):  
Helbe Heliamara Herarth ◽  
Luana Priscila Wunsch ◽  
João Batista Bottentuit Junior

Ao pautar-se na perspectiva da inserção das tecnologias em nossos dos processos formativos, o presente estudo, de cunho qualitativo, tem como objetivo geral mapear quais são as características necessárias para concepção de Podcast destinado à formação contextualizada no cenário atual. Sua estrutura metodológica é norteada pelo método de pesquisa Design Science Research. Os resultados obtidos emergiram 4 etapas para concepção de Podcast, cujos episódios consideram a seleção de 10 temas essenciais, fato este que fez originar um produto de aplicabilidade pedagógica, aqui denominado “Framework para concepção de Podcast”. Assim, é possível considerar que a pesquisa apresentou a relevância em revisitar as bases da tecnologia educacional, formulando novas propostas para diferentes práticas formativas. Destaca-se que em cenário pós-pandêmico, no qual a otimização do tempo de formadores e formandos será tão necessário, o recurso apresentado pode servir de referência para além da finalidade proposta, podendo ser fonte para futuras pesquisas voltadas à concepção e validação de tecnologias similares, que permitam dar suporte para o projetar e/ou o desenvolver algo novo, não esquecendo o rigor e as especificidades pessoais e profissionais reais dos envolvidos.Palavras-chave: podcast como suporte formativo; framework; design science research.FRAMEWORK FOR PODCAST DESIGN BASED ON DESIGN SCIENCE RESEARCHAbstract Based on the perspective of the insertion of technologies in our formative processes, the present study, of a qualitative nature, has the following general objective to map which are the necessary characteristics for the conception of Podcast destined to the contextualized formation in the current scenario. Its methodological structure is guided by the Design Science Research research method. The results obtained emerged 4 stages for the design of Podcast, whose episodes consider the selection of 10 essential themes, a fact that led to a product of pedagogical applicability, here called “Framework for the design of Podcast”. Thus, it is possible to consider that the research showed relevance in revisiting the bases of educational technology, formulating new proposals for different training practices. It is noteworthy that in a post-pandemic scenario, in which the optimization of the time of trainers and trainees will be so necessary, the resource presented can serve as a reference beyond the proposed purpose and can be a source for future research aimed at the design and validation of technologies similar, that allow to support to design and / or to develop something new, not forgetting the rigor and the real personal and professional specificities of those involved.Keywords: podcast as formative support; framework; design science research.FRAMEWORK PARA PODCAST BASADO EN DESIGN SCIENCE RESEARCHResumenPartiendo de la perspectiva de la inserción de tecnologías en nuestros procesos formativos, el presente estudio, de carácter cualitativo, tiene como objetivo general mapear cuáles son las características necesarias para la concepción del Podcast destinado a la formación contextualizada en el escenario actual. Su estructura metodológica está guiada por el método de investigación Design Science Research. De los resultados obtenidos surgieron 4 etapas para el diseño de Podcast, cuyos episodios consideran la selección de 10 temas esenciales, hecho que dio lugar a un producto de aplicabilidad pedagógica, aquí denominado “Marco para el diseño de Podcast”. Así, es posible considerar que la investigación mostró relevancia en la revisión de las bases de la tecnología educativa, formulando nuevas propuestas para diferentes prácticas formativas. Cabe destacar que en un escenario pospandémico, en el que la optimización del tiempo de formadores y aprendices será tan necesaria, el recurso presentado puede servir como referencia más allá del propósito propuesto, y puede ser una fuente para futuras investigaciones dirigidas a el diseño y validación de tecnologías similares, que permitan apoyar a diseñar y / o desarrollar algo nuevo, sin olvidar el rigor y las verdaderas especificidades personales y profesionales de los involucrados.Palabras clave: podcast como soporte formativo; framework; design science research.

Author(s):  
Wicaksono Febriantoro ◽  
Achmad Nurhadi

ASN mempunyai kewajiban pengembangan kompetensi selama minimal 20 JP/tahun. Akan tetapi tidak semua ASN dapat mengikuti pelatihan sebagai bentuk pengembangan kompetensi dikarenakan terbatasnya kuota/jumlah pelatihan tatap muka (klasikal) yang tersedia. Regulasi terbaru memberikan alternatif pembelajaran non klasikal yang tidak harus bertatap muka antara lain e-learning, distance learning dan belajar mandiri. Belajar mandiri dapat digunakan siswa untuk meningkatkan kompetensinya menggunakan berbagai sumber belajar yang tersedia baik konvensional dan berbasis pada teknologi informasi. Dalam paper ini akan dibahas salah satu tools pendukung belajar mandiri berupa perancangan intelligent tutoring system menggunakan chatbot pada mata pelatihan barang dalam keadaan terbungkus (BDKT). Perancangan menggunakan framework Design Science Research, mulai dari penetapan tujuan, perancangan desain alur percakapan chatbot, pengembangan aplikasi menggunakan chatfuel, demonstrasi melalui simulasi via Facebook Messenger dan Evaluasi Blackbox. Prototype yang dihasilkan telah dapat mengikuti alur percakapan yang dirancang dan dapat digunakan sebagai pendukung belajar mandiri kapan saja dan dimana saja (domain pelajari materi dan evaluasi) asalkan terkoneksi dengan internet.


10.2196/13585 ◽  
2019 ◽  
Vol 21 (10) ◽  
pp. e13585 ◽  
Author(s):  
Jan Heinrich Beinke ◽  
Christian Fitte ◽  
Frank Teuteberg

Background Data security issues still constitute the main reason for the sluggish dissemination of electronic health records (EHRs). Given that blockchain technology offers the possibility to verify transactions through a decentralized network, it may serve as a solution to secure health-related data. Therefore, we have identified stakeholder-specific requirements and propose a blockchain-based architecture for EHRs, while referring to the already existing scientific discussions on the potential of blockchain for use in EHRs. Objective This study aimed to introduce blockchain technology for EHRs, based on identifying stakeholders and systematically eliciting their requirements, and to discuss the key benefits (KBs) and key challenges (KCs) of blockchain technology in the context of EHRs. Methods The blockchain-based architecture was developed in the framework of the design science research paradigm. The requirements were identified using a structured literature review and interviews with nine health care experts. Subsequently, the proposed architecture was evaluated using 4 workshops with 15 participants. Results We identified three major EHR stakeholder groups and 34 respective requirements. On this basis, we developed a five-layer architecture. The subsequent evaluation of the artifact was followed by the discussion of 12 KBs and 12 KCs of a blockchain-based architecture for EHRs. To address the KCs, we derived five recommendations for action for science and practice. Conclusions Our findings indicate that blockchain technology offers considerable potential to advance EHRs. Improvements to currently available EHR solutions are expected, for instance, in the areas of data security, traceability, and automation by smart contracts. Future research could examine the patient’s acceptance of blockchain-based EHRs and cost-benefit analyses.


2019 ◽  
Author(s):  
Jan Heinrich Beinke ◽  
Christian Fitte ◽  
Frank Teuteberg

BACKGROUND Data security issues still constitute the main reason for the sluggish dissemination of electronic health records (EHRs). Given that blockchain technology offers the possibility to verify transactions through a decentralized network, it may serve as a solution to secure health-related data. Therefore, we have identified stakeholder-specific requirements and propose a blockchain-based architecture for EHRs, while referring to the already existing scientific discussions on the potential of blockchain for use in EHRs. OBJECTIVE This study aimed to introduce blockchain technology for EHRs, based on identifying stakeholders and systematically eliciting their requirements, and to discuss the key benefits (KBs) and key challenges (KCs) of blockchain technology in the context of EHRs. METHODS The blockchain-based architecture was developed in the framework of the design science research paradigm. The requirements were identified using a structured literature review and interviews with nine health care experts. Subsequently, the proposed architecture was evaluated using 4 workshops with 15 participants. RESULTS We identified three major EHR stakeholder groups and 34 respective requirements. On this basis, we developed a five-layer architecture. The subsequent evaluation of the artifact was followed by the discussion of 12 KBs and 12 KCs of a blockchain-based architecture for EHRs. To address the KCs, we derived five recommendations for action for science and practice. CONCLUSIONS Our findings indicate that blockchain technology offers considerable potential to advance EHRs. Improvements to currently available EHR solutions are expected, for instance, in the areas of data security, traceability, and automation by smart contracts. Future research could examine the patient’s acceptance of blockchain-based EHRs and cost-benefit analyses.


2020 ◽  
Vol 28 (1) ◽  
Author(s):  
Isadora Burmeister Dickie ◽  
Haro Ristow Wippel Schulenburg ◽  
Luiz Paulo de Lemos Wiese

Este artigo apresenta um estudo sobre a utilização do design participativo no desenvolvimento de estratégias de gamificação aplicadas ao ensino-aprendizagem. Conduzido pelo método Design Science Research, o estudo visou a identificação, o desenvolvimento e a avaliação de um framework para auxiliar na condução do processo de gamificação. Assim, as etapas do estudo compreenderam: (1) Identificação do problema: a partir das Revisões Bibliográficas Sistemática e Assistemática, levantou-se informações a respeito da participação dos demandantes no desenvolvimento de gamificação aplicada ao ensino-aprendizagem; (2) Definição dos resultados esperados: compreendeu à listagem de requisitos específicos ao processo participativo de gamificação; (3) Projeto e desenvolvimento: correspondeu à elaboração do framework; (4) Avaliação: correspondeu à realização de teste e refinamento do framework; e (5) Comunicação: correspondeu à socialização dos resultados do estudo e a sua utilização pela equipe do Projeto Game On que, desde 2019, integra atividades de ensino, pesquisa e extensão na Univille.


Author(s):  
Jose O De Sordi ◽  
Marcia Azevedo ◽  
Manuel Meireles ◽  
Luis Hernan Contreras Pinochet ◽  
Carlos Francisco Bitencourt Jorge

Aim/Purpose: To discuss the Design Science Research approach by comparing some of its canons with observed practices in projects in which it is applied, in order to understand and structure it better. Background: Recent criticisms of the application of the Design Science Research (DSR) approach have pointed out the need to make it more approachable and less confusing to overcome deficiencies such as the unrealistic evaluation. Methodology: We identified and analyzed 92 articles that presented artifacts developed from DSR projects and another 60 articles with preceding or subsequent actions associated with these 92 projects. We applied the content analysis technique to these 152 articles, enabling the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of activities performed and the types of artifacts involved. Contribution: The content analysis of these 152 articles enabled the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of the activities and types of artifacts involved. Evidence was found of a precedence hierarchy among different types of artifacts, as well as nine new opportunities for entry points for the continuity of DSR studies. Only 14% of the DSR artifacts underwent an evaluation by typical end users, characterizing a tenth type of entry point. Regarding the evaluation process, four aspects were identified, which demonstrated that 86% of DSR artifact evaluations are unrealistic. Findings: We identified and defined a set of attributes that allows a better characterization and structuring of the artifact evaluation process. Analyzing the field data, we inferred a precedence hierarchy for different artifacts types, as well as nine new opportunities for entry points for the continuity of DSR studies. Recommendation for Researchers: The four attributes identified for analyzing evaluation processes serve as guidelines for practitioners and researchers to achieve a realistic evaluation of artifacts. Future Research: The nine new entry points identified serve as an inspiration for researchers to give continuity to DSR projects.


10.28945/4769 ◽  
2021 ◽  
Author(s):  
Grant P Trudel ◽  
Samuel Sambasivam

Aim/Purpose: A design science tool to improve code maintainability for PHP programs. Background: This paper addresses this issue by providing an enhancement to an existing tool that specifically addresses and improves program maintainability for PHP programs. Methodology: This paper uses design science research which involves creating or modifying one or more artifacts. In this case, the artifact is PHP Code Sniffer, which was modified to improve code maintainability of PHP programs. Contribution: This paper provides a method of improving code maintainability of PHP programs. Findings: Code quality in terms of maintainability is a modern-day issue. No tool specifically addresses maintainability. When updating PHP code that has poor maintainability, there is a much higher likelihood that errors will be introduced than with code that is more maintainable. Recommendations for Practitioners: For PHP developers and project leaders dealing with PHP programs, running the modified PHP Code Sniffer will improve code maintainability. Recommendations for Researchers: Examine ways to improve other code quality aspects such as reliability, security, usability, efficiency, and so on. Impact on Society: PHP programs, which run the background processes behind most web pages, will be more robust, reliable, and correct. Future Research: Expand this to investigate improving maintainability for other common programming languages.


10.28945/2143 ◽  
2015 ◽  
Author(s):  
Andreas Drechsler

This paper identifies areas in the design science research (DSR) subfield of the information systems (IS) discipline where a more detailed consideration of practitioner audiences of socio-technical design artifacts could improve current IS DSR research practice and proposes an initial conceptualization of these audiences. The consequences of not considering artifact audiences are identified through a critical appraisal of the current informing science lenses in the IS DSR literature. There are specific shortcomings in four areas: 1) treating practice stakeholders as a too homogeneous group, 2) not explicitly distinguishing between social and technical parts of socio-technical artifacts, 3) neglecting implications of the artifact abstraction level, and 4) a lack of explicit consideration of a dynamic or evolutionary fitness perspective of socio-technical artifacts. The findings not only pave the way for future research to further improve the conceptualization of artifact audiences, in order to improve the informing power – and thus, impact on practice and research relevance – of IS DSR projects; they can also help to bridge the theory-practice gap in other disciplines (e.g. computer science, engineering, or policy-oriented sociology) that seek to produce social and/or technical artifacts of practical relevance. A revised version of this paper was published in Informing Science: the International Journal of an Emerging Transdiscipline, Volume 18, 2015


Author(s):  
Andreas Drechsler

This paper identifies areas in the design science research (DSR) subfield of the information systems (IS) discipline where a more detailed consideration of practitioner audiences of socio-technical design artifacts could improve current IS DSR research practice and proposes an initial conceptualization of these audiences. The consequences of not considering artifact audiences are identified through a critical appraisal of the current informing science lenses in the IS DSR literature. There are specific shortcomings in four areas: 1) treating practice stakeholders as a too homogeneous group, 2) not explicitly distinguishing between social and technical parts of socio-technical artifacts, 3) neglecting implications of the artifact abstraction level, and 4) a lack of explicit consideration of a dynamic or evolutionary fitness perspective of socio-technical artifacts. The findings not only pave the way for future research to further improve the conceptualization of artifact audiences, in order to improve the informing power – and thus, impact on practice and research relevance – of IS DSR projects; they can also help to bridge the theory-practice gap in other disciplines (e.g. computer science, engineering, or policy-oriented sociology) that seek to produce social and/or technical artifacts of practical relevance.


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