Modeling Sociotechnical Change in IS with a Quantitative Longitudinal Approach

2008 ◽  
pp. 745-770
Author(s):  
François-Xavier de Vaujany

The following article suggests a critical realistic framework, which aims at modeling sociotechnical change linked to end-users’ IT appropriation: the “archetypal approach.” The basic situations it includes (the “sociotechnical archetypes”), and the possible appropriative trajectories that combine them, together with three propositions linked to the model, are developed. They are illustrated by means of a case study describing the implementation of an e-learning system within a French university. Then, the article presents an instrumentation of the theoretical framework, based on a quantitative longitudinal approach: the Process Patterns Recognition (PPR) method. This one draws mainly on Doty, Glick and Huber (1993, 1994), who propose to evaluate the distance between organizational archetypes and empirical configurations by means of Euclidean distance calculus. The adaptation consists of evaluating the distance between appropriative trajectories (embodied by series of theoreti-cally specified vectors) and empirical processes linked to the implementation of computerized tools in organizations. The PPR method is then applied to the same organizational setting as the one related to the case study. It validates the relevance of this type of a research strategy, which makes it possible to model sociotechnical dynamics related to end-users’ IT appropriations.

Author(s):  
François-Xavier de Vaujany

The following chapter suggests a critical realistic framework, which aims at modeling sociotechnical change linked to end-users’ IT appropriation: the “archetypal approach.” The basic situations it includes (the “sociotechnical archetypes”), and the possible appropriative trajectories that combine them, together with three propositions linked to the model, are developed. They are illustrated by means of a case study describing the implementation of an e-learning system within a French university. Then, the article presents an instrumentation of the theoretical framework, based on a quantitative longitudinal approach: the Process Patterns Recognition (PPR) method. This one draws mainly on Doty, Glick and Huber (1993, 1994), who propose to evaluate the distance between organizational archetypes and empirical configurations by means of Euclidean distance calculus. The adaptation consists of evaluating the distance between appropriative trajectories (embodied by series of theoretically specified vectors) and empirical processes linked to the implementation of computerized tools in organizations. The PPR method is then applied to the same organizational setting as the one related to the case study. It validates the relevance of this type of a research strategy, which makes it possible to model sociotechnical dynamics related to end-users’ IT appropriations.


Author(s):  
Peng Lu ◽  
Xiao Cong ◽  
Dongdai Zhou

Nowadays, E-learning system has been widely applied to practical teaching. It was favored by people for its characterized course arrangement and flexible learning schedule. However, the system does have some problems in the process of application such as the functions of single software are not diversified enough to satisfy the requirements in teaching completely. In order to cater more applications in the teaching process, it is necessary to integrate functions from different systems. But the difference in developing techniques and the inflexibility in design makes it difficult to implement. The major reason of these problems is the lack of fine software architecture. In this article, we build domain model and component model of E-learning system and components integration method on the basis of WebService. And we proposed an abstract framework of E-learning which could express the semantic relationship among components and realize high level reusable on the basis of informationized teaching mode. On this foundation, we form an E-learning oriented layering software architecture contain component library layer, application framework layer and application layer. Moreover, the system contains layer division multiplexing and was not built upon developing language and tools. Under the help of the software architecture, we could build characterized E-learning system flexibly like building blocks through framework selection, component assembling and replacement. In addition, we exemplify how to build concrete E-learning system on the basis of this software architecture.


2008 ◽  
pp. 1291-1303
Author(s):  
Fiona Darroch ◽  
Mark Toleman

This chapter examines the implementation of two learning management systems (LMS) in a university environment. Within the context of a case study and from the perspective of academic users, there is a review of the technological and organizational challenges that arise. There is an in-depth analysis of the implementation in terms of what went well and what should be done differently (i.e., lessons learned). Along with the macro-environmental factors that influence the global e-learning space, the related pedagogical issues, learning models, and technological toolsets are also explored. The authors hope that the experiences chronicled in the case study may act as a lesson to others contemplating such a project of the many technical and organizational issues that need to be addressed, with an emphasis on understanding the importance of the viewpoint of academic users.


2016 ◽  
Vol 7 (1) ◽  
pp. 77-84
Author(s):  
Rasmeh Al-Huneiti ◽  
Ziad Hunaiti ◽  
Sultan Al-Masaeed ◽  
Wamadeva Balachandran ◽  
Ebrahim Mansour

Many studies and authors' own studies suggest that e-learning system is the solution that will establish an educational framework for e-health implementation. Therefore, it is essential in order to achieve success, to assess and evaluate the attitude of the nursing community - who are the end users - towards the possibility of implementing the 'E-learning system' as a solution to educate the nursing community. In this research, a survey captured 52 nurses' attitudes towards an on line e-learning website and showed that nurses have positive attitude.


Author(s):  
Fiona Darroch ◽  
Mark Toleman

This chapter examines the implementation of two learning management systems (LMS) in a university environment. Within the context of a case study and from the perspective of academic users, there is a review of the technological and organizational challenges that arise. There is an in-depth analysis of the implementation in terms of what went well and what should be done differently (i.e., lessons learned). Along with the macro-environmental factors that influence the global e-learning space, the related pedagogical issues, learning models, and technological toolsets are also explored. The authors hope that the experiences chronicled in the case study may act as a lesson to others contemplating such a project of the many technical and organizational issues that need to be addressed, with an emphasis on understanding the importance of the viewpoint of academic users.


2021 ◽  
Vol 3 (2) ◽  
pp. 270-277
Author(s):  
Fatkhur Rozi ◽  
Mega Widya Putri ◽  
M. Riski Adi Wijaya

This study aims to analyze the process of lecturing the theory and practice of physical education at the Salatiga State Islamic Institute (IAIN Salatiga) using the google clasroom media. The method used is qualitative with a phenomenological approach and case study design to examine in depth the aspects that influence the use of google classroom media in the physical education learning. The results of this study are the physical education e-learning using google classroom at IAIN Salatiga can be used as a solution to the limitations of theoretical and practical in the physical education learning. Furthermore, it makes it easier for lecturers to deliver physical education material and makes it easier for students to learn physical education material. Internet signal access is a major obstacle in e-leraning physical education using google classroom at IAIN Salatiga.


Author(s):  
Muhammad Hanif ◽  
Asrowi Asrowi

In the context of higher education institutions in Indonesia, some of schools authority refuses the implementation of mobile learning. Although m-learning is widely used in some school in Indonesia and considered as an effective educational tool, it is not yet fully utilized in most Indonesian school. Before designing a mobile learning system, it is necessary to assess the perception of target users towards mobile learning since their perception will influence the successful the system. This research aims to investigate the perception of students of educational technology program who currently are being teachers in several level of educations towards mobile learning to ascertain their readiness to apply a mobile learning system in their teaching. The respondents of this study are 18 teachers who are being students of Magister Program on Educational Technology in e-learning & mobile learning class in even semester. This research is conducted with a survey related to implementation of mobile learning. The results show that teachers in Indonesia had positive perception and were looking forward to apply mobile learning in their teaching. Knowledge and learning method issues were not obstacles for them to use a mobile learning as well as financial obstacle. The readiness for mobile learning of teachers are vary based on the school level even though they have been taught mobile learning subject. The findings surprisingly show that accessibility of device may be a big problem on implementing mobile learning in class.


Author(s):  
Darshan Yadav ◽  
Daniel Long ◽  
Beshoy Morkos ◽  
Scott Ferguson

Abstract A widely held belief among design practitioners is that an ideal design solution is the one that meets all the requirements while minimizing surplus cost incurred by exceeding requirements. In this research, we challenge this notion by exploring if providing design “excess”, the ability of a solution to exceed certain requirements, can increase the value of a solution to its end users. A case study is performed in the video game industry to explore if design excess is prevalent and its impact on the industry. This study is performed by examining various PC builds (budget, mid-range, and high-end dream) and gaming consoles (Microsoft Xbox and Sony PlayStation) over an 18-year period. Based on a thorough investigation of video game requirements and capacity of different hardware, we find that design excess has existed in computer hardware and is intentionally used as a design property. The results indicate that mid-range solution provide the greatest value to its customers. Further, PC excess based value is adjusted during years when consoles are released. Using measurements of excess, this study also reveals a shift in technology push versus pull that occurs during the mid-2000s and is observable through the lens of system excess.


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