scholarly journals The Effect of the Application Domain in IS Problem Solving: A Theoretical Analysis

Author(s):  
Iris Vessey
2021 ◽  
Vol 49 (2) ◽  
pp. 211-230
Author(s):  
Christopher Ansell ◽  
Jacob Torfing

This article has three objectives. The first is to show that while co-production was originally tied to service production, co-creation has broader applications in the field of public governance and involves a broader range of actors and activities. The second objective is to demonstrate how the co-creation concept both builds on and extends the concept of collaborative governance, thus adding new dimensions to an already well-established literature. The final objective is to show how a strategic turn to co-creation introduces a new type of ‘generative governance’ aimed at solving complex problems by constructing platforms enabling the formation of arenas for co-creation that bring together a plethora of public and private actors, including citizens, in creative problem-solving processes. The three objectives are achieved through prospective theoretical analysis aimed at providing a conceptual foundation for analysing cutting-edge societal developments that are not yet commonplace.


2021 ◽  
pp. 147490412110457
Author(s):  
Erik Ryen ◽  
Evy Jøsok

How can the teaching of knowledge in schools contribute to the development of students as individual human beings, with the capacity not only for problem solving within the existing structures of society but also for developing ideas and solutions that go beyond the existing structures? The purpose of this article is to bring this question to the forefront within the context of citizenship education (CE) through a theoretical analysis of the epistemology underpinning two dominant conceptualisations of teaching CE. The analysis shows that both the model of teaching about, through and for democracy that underpins the understanding of CE in competence frameworks and the conceptualisation of CE as teaching directed towards qualification, socialisation and subjectification that is used to criticise citizenship-as-competence fall short in accounting for how knowledge can play a part in taking us beyond the existing. Turning to Bildung-centred Didaktik, which has dealt extensively with questions of knowledge in relation to the formation of the individual subject, the article explores how a renewed focus on knowledge can contribute to answering the question that Joris et al. pose in the title of their article ‘Citizenship -as-competence, what else?’


Author(s):  
Gulsun Kurubacak ◽  
T. Volkan Yuzer

Distance experts specializes in the theory of learning and the design of online learning systems from global policies to glocal (global + local) cyber transparency Therefore, a distance experts must be adept at modeling and analyzing problem, and also must be able to design solutions and verify that they are correct that problem solving requires precision, creativity, and careful reasoning. Many problems in communication, education, science, engineering, health care, business, and other areas can be solved effectively with accessibility, but finding a solution requires both expertise and knowledge of the particular application domain. Thus, accessibility often becomes proficient in other subjects that distance learning can combine with in any discipline or industry because the accessibility opportunities for glocal cyber transparency transfer easily to many areas. Mathematicians, scientists and engineers all utilize distance education, but those who work in business, medicine, the humanities, law and education regularly employ the tenets of distance experts as well. In short, common tasks of accessibility include designing and implementing software, creating new uses for technologies, developing solutions to learning problems, and planning management infrastructures. The ability of distance learner in glocal world to adapt to new global policies is inevitably critical.


1990 ◽  
Vol 83 (1) ◽  
pp. 22-25
Author(s):  
Karen Doyle Walton

Many students fail to recognize the interrelationships among computers, pure mathematics, and the real world. The subject of probability can motivate students to explore various methods of problem solving, combining empirical data, simulations, and theoretical solutions. Probabilistic statements encountered in everyday life (e.g., weather predictions, state lotteries, financial forecasting) are frequently derived from the integration of observation and theoretical analysis.


Author(s):  
Andrew Targowski

This chapter provides theoretical analysis and synthesis of how computer applications are applied in problem-solving and decision-making in practice of real and virtual networks. The defined semantic ladder of cognition units provides the background for the analysis of the evolution of Knowledge Management technology and its applications in problem-solving and decision-making processes. The defined categories of decision-making tasks allow for the categorization of activities in network-oriented collaboration and the review of knowledge technology application in their implementations. Based upon this approach, the review of Knowledge Management technology is synthesized in real and virtual networks. Eventually both kinds of networks are compared by the Knowledge Management application criterion. However, Knowledge Management technology, despite its growing popularity is not the ultimate application, since wisdom not knowledge is the ultimate unit of cognition. Its structure in the civilization context is synthesized. Conclusions for theoreticians and practitioners are offered.


2009 ◽  
Vol 24 (3) ◽  
pp. 231-250 ◽  
Author(s):  
Tanya Linden ◽  
Jacob L Cybulski

In this paper we investigate an approach to eliciting practitioners’ problem-solving experience across an application domain. The approach is based on a well-known ‘pattern mining’ process which commonly results in a collection of sharable and reusable ‘design patterns’. While pattern mining has been recognised to work effectively in numerous domains, its main problem is the degree of technical proficiency that few domain practitioners are prepared to master. In our approach to pattern mining, patterns are induced indirectly from designers’ experience, as determined by analysing their past projects, the problems encountered and solutions applied in problem rectification. Through the cycles of hermeneutic revisions, the pattern mining process has been refined and ultimately its deficiencies addressed. The hermeneutic method used in the study has been clearly shown in the paper and illustrated with examples drawn from the multimedia domain. The resulting approach to experience elicitation provided opportunities for active participation of multimedia practitioners in capturing and sharing their design experience.


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