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1.
We examine the influence of supervisors' close monitoring on employees' creativity and knowledge sharing, both of which are important to the enhanced performance and survival of organizations in this era of uncertainty and change. We also identify the mechanism through which supervisors' close monitoring affects employees' creativity and knowledge sharing. A survey was conducted with military officers in South Korea, among whom supervisor–employee interactions occur daily. A regression analysis of 163 supervisor‐employee dyads shows that supervisors' close monitoring has a negative impact on employees' creativity and knowledge sharing; a mediation test using a bootstrapping methodology shows that supervisors' close monitoring has a significantly negative indirect impact on employees' creativity and knowledge sharing with leader‐member exchange (LMX) as the mediator. Our theoretical contribution is to provide an improved understanding of the relationships among the variables. We also offer a practical implication because our findings show that supervisors' close monitoring may hinder employees' creativity and knowledge sharing by undermining LMX.  相似文献   

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The purpose of this quasi‐experimental study was to explore how seventh graders in a suburban school in the United States developed argumentation skills and science knowledge in a project‐based learning environment that incorporated a graph‐oriented, computer‐assisted application. A total of 54 students (three classes) comprised this treatment condition and were engaged in a project‐based learning environment that incorporated a graph‐oriented, computer‐assisted application, whereas a total of 57 students (three classes) comprised the control condition and were engaged in a project‐based learning environment without this graph‐oriented, computer‐assisted application. Verbal collaborative argumentation was recorded and the students' post essays were collected. A random effects analysis of variance (ANOVA) was conducted and a significant difference in science knowledge about alternative energies between conditions was observed. A multivariate analysis of variance (MANOVA) was conducted and there was a significant difference in counterargument and rebuttal skills between conditions. A qualitative analysis was conducted to examine how the graph‐oriented, computer‐assisted application supported students' development of argumentation skills and affected the quality of collaborative argumentation. The difference in argumentation structure and quality of argumentation between conditions might explain a difference in science knowledge as well counterargument and rebuttal skills (argumentation) between both conditions. This study concluded that a project‐based learning environment incorporating a graph‐oriented, computer‐assisted application was effective in improving students' science knowledge and developing their scientific argumentation skills.  相似文献   

4.
This study developed a web‐based multimedia assessment system (WMA system) and applied it to science laboratory instruction. The goal was to improve students' knowledge acquisition under science laboratory instruction. The developed system enabled learners to perform self‐assessments by responding to multimedia technology test items online. The system recorded each learner's complete answer history and provided the students with personalized learning resources. This study adopted a quasi‐experimental research design. The learning content was an “experiment on separating mixtures.” Students participating in the research were divided into a typical science laboratory instruction group (TI group; n = 25) and a group that received instruction through the WMA system (WMA group; n = 26). Before instruction, all the students completed the conceptual knowledge and experimental knowledge pretests. During instruction, the TI group watched the teacher's demonstration experiment, and the students then performed the experiment in a real laboratory. In the WMA group, after learning through the WMA system, the students also performed the experiment in a real laboratory. After instruction, all the students completed the conceptual knowledge and experimental knowledge posttests. The findings indicated that the students in the WMA group showed significantly higher improvements in their scientific conceptual knowledge and experimental knowledge.  相似文献   

5.
《Interacting with computers》2006,18(5):1084-1100
This study aims to establish a model-based approach for user interface design that simultaneously considers the system's information hierarchy, users' task procedure knowledge, and system interfaces. The approach is based on a framework that contains multiple interaction models to express both system elements and users' knowledge. The framework evaluates system interface through the interaction between user's knowledge on interface, task procedure and information structure perceived by the user in the system. The interface is evaluated by its contribution to the users' task performance and system navigation.These three factors were defined as design factors that affect users' task performance. Through the crosscheck process of models, the relation between information, interface, and task procedure is calculated into combined difficulty index (CDI) that expresses the difficulty of a system interface that users would experience during the use of system. A user test was conducted for the validation of the CDI. The difficulties of the interface of a mobile healthcare system were predicted with the CDI, and the predictions were compared with the experimental results, where the users' performance showed consistence with the prediction.  相似文献   

6.
With the widespread application of Industrial Internet of Things (IIoT) technology in the industry, the security threats are also increasing. To ensure the safe sharing of resources in IIoT, this paper proposes a data security sharing model based on privacy protection (DSS‐PP) for blockchain‐enabled IIoT. Compared with previous works, DSS‐PP has obvious advantages in several important aspects: (1) In the process of identity authentication, it protects users' personal information by using authentication technology with hidden attributes; (2) the encrypted shared resources are stored in off‐chain database of the blockchain, while only the ciphertext index information is stored in the block. It reduces the storage load of the blockchain; (3) it uses blockchain logging technology to trace and account for illegal access. Under the hardness assumption of Inverse Computational Diffe–Hellman (ICDH) problem, this model is proven to be correct and safe. Through the analysis of performance, DSS‐PP has better performance than the referred works.  相似文献   

7.
Although there is increasing acknowledgement that employees' creative ideas are fundamental for product innovation, and many companies use cross‐functional teams to increase employee creativity, there has been little empirical testing of how individual personality and group context interactively affect individual creativity. The purpose of this study is threefold: to examine the relationship between personality and individual creativity; to assess how this relationship interacts with group diversity; and to determine whether the interaction effects between personality traits and gender diversity are mediated by individual knowledge sharing. The results of an experiment based on a sample of 142 working adults show that openness to experience and extraversion are positively related to individual creativity, whereas neuroticism and conscientiousness are negatively related to individual creativity. Furthermore, the impacts of openness to experience and extraversion on individual creativity, respectively, are moderated by both functional diversity and gender diversity. In addition, these interaction effects are mediated by individual knowledge sharing. Interestingly, this study also finds that the direction of functional diversity's moderating effects depends on the level of group diversity.  相似文献   

8.
This study is to examine the attitudes of students towards the case studies based on mobile messaging in a pharmacotherapy introduction class. Case studies were divided into 4 groups, with 30 pharmacy students each group. Each group was required to share pharmaceutical care plans on WeChat by posting messages. A post‐activity survey was conducted: Over 70% of the students agreed that mobile messaging‐based case studies (MMBC) helped developing skills and knowledge and stimulating additional research and readings. Over 60% of the students felt that MMBC helped understanding others' viewpoints and sharing their experience and knowledge. More than half of the students agreed that MMBC was more convenient than traditional and internet‐based case study. Less than 30% of the students agreed that the interaction with other students was good. The findings reflect the MMBC studies' popularity with students. Recommendations to use MMBC studies include (a) balance the merits, such as expressing opinions clearly and concisely, allowing for collaborative learning, with the drawbacks: distraction and the low quality of interactions; (b) use small groups for case discussion; (c) design a collaborative schedule dividing the discussion into different sections.  相似文献   

9.
Based on the context of Chinese workplace, the present research aims to explore the combined effects of proactive personality, supervisor–subordinate guanxi (s–s guanxi), and leaders’ innovation expectations on the knowledge sharing of frontline employees (FLEs). Questionnaire data from a sample of 301 FLEs within service‐oriented enterprises in China were used in this study. The results show that proactive personality and leaders’ innovation expectations are both positively related to employees’ psychological empowerment and knowledge sharing, and s–s guanxi significantly impacts psychological empowerment, but has a nonsignificant effect on knowledge sharing. This study expands the understanding of FLEs’ knowledge sharing behavior and enriches our understanding of the guanxi construction process during the interaction between supervisors and subordinates.  相似文献   

10.
This paper presents vision‐based control strategies for decentralized stabilization of unmanned vehicle formations. Three leader–follower formation control algorithms, which ensure asymptotic co‐ordinated motion, are described and compared. The first algorithm is a full state feedback nonlinear controller that requires full knowledge of the leader's velocities and accelerations. The second algorithm is a robust state feedback nonlinear controller that requires knowledge of the rate of change of the relative position error. Finally, the third algorithm is an output feedback approach that uses a high‐gain observer to estimate the derivative of the unmanned vehicles' relative position. Thus, this algorithm only requires knowledge of the leader–follower relative distance and bearing angle. Both data are computed using measurements from a single camera, eliminating sensitivity to information flow between vehicles. Lyapunov's stability theory‐based analysis and numerical simulations in a realistic 3D environment show the stability properties of the control methodologies. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

11.
The user is a critical factor in design and innovation. Firms experiment with different approaches to involving the user in design processes, which results in new forms of intra‐ and extra‐organizational collaboration. The establishment of in‐house design research units within design consultancies is one such intra‐organizational user‐centred design practice that targets designer‐researcher collaboration. This paper addresses this issue and reports on the findings from multiple case study research exploring the impact of in‐house design research teams on designers' user knowledge construction. We utilized constructivist learning theory to assess major aspects of these intra‐organizational user‐centred design practices. Ethnographically informed field studies were conducted at six design consultancies representing three design fields (i.e., architecture, industrial design and interaction design) in the Northwestern United States. Three of the consultancies have design research departments and three do not. The findings indicate that in‐house design research units play a role in designers' user knowledge construction via their results, processes and human resources. Among these, the active participation of designers in the research process was observed to have the largest impact because of its contribution to designers' contextual and collaborative learning about users.  相似文献   

12.
One of the golden rules in instructional design methods is to optimize the use of working memory capacity and avoid cognitive overload. The study of cognitive load has historically relied on one's introspection. However, it is difficult to capture changes in cognitive load levels during learning sensitively. This paper suggests an approach to investigating dynamic changes in cognitive load by using a pupillometry. With the method, this study explores the effects of learners' prior knowledge and task complexity on cognitive load. An experiment was conducted on two groups of students (N = 19) with distinct levels of prior knowledge. In the experimental session, participants watched a video lecture on a mathematics proposition, while being eye‐tracked. The lecture consists of sections, which can be either a high task complexity or a low task complexity based on elements they have. Pupil dilations acquired in each section were used to explore the time course of cognitive load. To formulate cognitive load patterns, a time‐series clustering was used. The research conducted a chi‐square analysis to test differences in cognitive load patterns by prior knowledge and task complexity. Results show that pupil dilation patterns can be applied to monitor changes in cognitive load during learning.  相似文献   

13.
Innovation contest communities are virtual tools for corporations to integrate external knowledge and creativity into the innovation process. Built on both the principle of competition and the advantages of a collaborative community, innovation contest communities constitute special interaction phenomena. The present study explores how different co‐operation behaviours, namely reciprocal giving, initial altruistic giving and free‐riding, influence the quality of participants' ideas on an open virtual contest platform with more than 2,000 members and more than 4,000 submissions. Our findings show that reciprocity and free‐riding are substantial behavioural elements of innovation contest communities leading to different outcomes regarding quality of submitted ideas. With this study, we contribute to a better theoretical understanding of distinctive types of co‐operation and free‐riding among individuals in the context of open innovation, extending theories of the evolution of co‐operation.  相似文献   

14.
This study aims to determine the role of knowledge searching on creativity in the fields of science research and technology development. Creativity is a process of knowledge combination, thus internal and external knowledge searching is important for creativity in both fields, particularly in the open innovation age. However, the nature of the work across these fields is different. While science research aims to solve theoretical problems and generate new knowledge, technology development aims to apply new knowledge to solve practical problems. Compared to science research, technology development has clear task goals, which make it easier to identify the related external knowledge and integrate this knowledge and in turn improve employee creativity. Thus, employees' attention to external knowledge as well as the influence of external knowledge on creativity might be different in the two fields. Results based on an empirical study of 211 employees from science research and 257 employees from technology development showed that external knowledge searching increased employee creativity in the field of technology development but not in science research. Furthermore, employees' centrality in the intra‐team problem‐solving network moderated the relationship between external knowledge searching and creativity in the science research field. Suggestions about employee creativity management in science and technology fields are discussed.  相似文献   

15.
Following the concepts of crowdsourcing, co‐creation or open innovation, companies are increasingly using contests to foster the generation of creative solutions. Currently, online idea and design contests are enjoying a resurgence through the usage of new information and communication technologies. These virtual platforms allow users both to competitively disclose their creative ideas to corporations and also to interact and collaborate with like‐minded peers, communicating, discussing and sharing their insights and experiences, building social networks and establishing a sense of community. Little research has considered that contest communities both promote and benefit from simultaneous co‐operation and competition and that both types of relationships need to be emphasized at the same time. In this article, it is argued that the firm‐level concept of co‐opetition might also be relevant for an innovation's success on the individual level within contest communities. Our concept of ‘communitition’ should include the elements of competitive participation without disabling the climate for co‐operation, as numerous user discussions and comments improve the quality of submitted ideas and allow the future potential of an idea to shine through the so‐called ‘wisdom of the crowd’.  相似文献   

16.
Social online learning environments provide new recommendation opportunities to meet users' needs. However, current educational recommender systems do not usually take advantage of these opportunities. To progress on this issue, we have proposed a knowledge engineering approach based on human–computer interaction (i.e. user‐centred design as defined by the standard ISO 9241‐210:2010) and artificial intelligence techniques (i.e. data mining) that involve educators in the process of eliciting educational oriented recommendations. To date, this approach differs from most recommenders in education in focusing on identifying relevant actions to be recommended on e‐learning services from a user‐centric perspective, thus widening the range of recommendation types. This approach has been used to identify 32 recommendations that consider several types of actions, which focus on promoting active participation of learners and on strengthening the sharing of experiences among peers through the usage of the social services provided by the learning environment. The paper describes where data mining techniques have been applied to complement the user‐centred design methods to produce social oriented recommendations in online learning environments.  相似文献   

17.
Some products may involve hazards in their use. Manufacturers are obligated to evaluate such hazards and to abate them according to a hierarchy of hazard control approaches, namely, 1) to design them out, 2) to shield users from their effects, or 3) to adequately warn users of their danger(s). Warnings are last in this hierarchy because they provide a lesser guarantee of success. Additionally, warnings developed for this purpose may be inadequate because of a variety of factors, including the warning's clarity/understandability, its high cost of compliance, the need for responses beyond the users' capabilities, the need for unavailable or difficult‐to‐use protective equipment, or asking users to perform actions contrary to previously learned or innately reactive behaviors. This article describes problems with three types of vehicles that contained known hazards—where the manufacturer relied solely on product warnings to mitigate that hazard, and, in turn, provided warnings that were inadequate for one or more of these reasons. © 2012 Wiley Periodicals, Inc.  相似文献   

18.
Breakthrough ideas depend upon the generation of new knowledge, which emerge from the conversion of tacit knowledge at the fuzzy front‐end (FFE) of new product development (NPD). The occurrence of stories and metaphors has been strongly linked to tacit knowledge, however, empirical studies that examine how stories and metaphors harness tacit knowledge in the FFE are lacking. In addition, how managers can use stories and metaphors to develop breakthrough product ideas is unclear. To address these gaps, an ‘in‐situ’ empirical case study was conducted in the European subsidiary of a B2C multinational. This study investigated the role, characteristics and interplay of stories and metaphors emerging in discussions between managers and customers in a collaborative design workshop (CDW). Taking a knowledge management theoretical perspective, the data were analyzed using the well‐known SECI framework. The results clearly show that significant new knowledge was created based on the discussions in a CDW and stories and metaphors were important mechanisms for this. Importantly, it was stories related to product usage that triggered breakthrough ideas. The study extends the understanding of how breakthrough ideas emerge; it proposes a tentative conceptual framework; and it provides managers with recommendations of how to use stories and metaphors effectively during the FFE.  相似文献   

19.
This study presents a micro‐level investigation that provides new insights into how employees' knowledge sharing affects their own innovative work behaviours (IWBs). Our study posited three mechanisms linking an individual's knowledge sharing behaviours to his or her own IWBs: (i) a direct effect whereby the act of sharing elicits a recombination and translation of knowledge that facilitates innovation; (ii) an indirect effect whereby knowledge sharing creates social conditions (i.e., reciprocation with new knowledge) for innovation; (iii) a distal effect whereby the antecedents of knowledge sharing also promote innovation. We tested these hypotheses on 155 employees in four palliative care organizations. Our results provide original evidence that employees who share knowledge also engage more in creating, promoting and implementing innovations. This study reveals a direct, unmediated link between knowledge sharing behaviours and IWBs. Our evidence suggests that it is the act of knowledge recombination and translation embedded in knowledge sharing that exerts the most positive effect on IWBs. We discuss how this result indicates that sharing knowledge ignites transformation and exploitation capabilities that help sharers innovate their own work practices.  相似文献   

20.
This study addresses control‐oriented modeling and control design of tensegrity–membrane systems. Lagrange's method is used to develop a control‐oriented model for a generic system. The equations of motion are expressed as a set of differential‐algebraic equations (DAEs). For control design, the DAEs are converted into second‐order ordinary differential equations (ODEs) based on coordinate partitioning and coordinate mapping. Because the number of inputs is less than the number of state variables, the system belongs to the class of underactuated nonlinear systems. A nonlinear adaptive controller based on the collocated partial feedback linearization (PFL) technique is designed for system deployment. The stability of the closed‐loop system for the actuated coordinates is studied using the Lyapunov stability theory. Because of system complexity, numerical tests are used to conduct stability analysis for the dynamics of the underactuated coordinates, which represents the system's zero dynamics. For the tensegrity–membrane systems studied in this work, analytical proof of zero dynamics stability remains an open theoretical problem. An H controller is implemented for rapid stabilization of the system at the final deployed configuration. Simulations are conducted to test the performance of the two controllers. The simulation results are presented and discussed in detail. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

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