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271.
Raymond S. Pastore Alison A. Carr‐Chellman Neal Lohmann 《Performance Improvement Quarterly》2011,23(4):27-48
The purpose of this study was to examine the effects of implementing user design strategies within the corporate culture. Using a case study design approach, this article explores the change process within a Fortune 100 company in which users were given significant decision‐making powers. The main focus is on the unique nature of user design in a corporate environment where users become stakeholders in the process, a very different approach from the more typical top‐down management style. The study found that allowing users to design their own day‐to‐day processes gave them a sense of empowerment in their jobs because they could manage how they worked as long as they were meeting company goals. As a result, users were better able to manage their jobs, solve process‐related problems, and increase efficiency. 相似文献
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Margaret Carr 《International journal of qualitative studies in education》2013,26(4):525-542
This paper considers ways in which a model of motivational processes that describes children as internalizing learning or performance goals can incorporate situated and sociocultural features without losing its explanatory power. It analyzes the relationship between dispositional and situational factors within a pattern of interwoven socioculturally derived social identities or intents. Data come from an interpretive case study of 4-year-olds working on everyday technology in a kindergarten. The analysis of five main activities suggests that learning orientations - learning and performance goals- were being attached to social identity. Four processes illustrate the complex and shifting system of socially situated learning orientation: appropriation and display; shifts from one intent to another; niche fitting and forming; and mergers and invasions. 相似文献
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Roisin Flanagan-Howard Alan Carr Mark Shevlin Barbara Dooley Mark Fitzpatrick Edel Flanagan Kevin Tierney Megan White Margaret Daly Jonathan Egan 《Child abuse & neglect》2009,33(9):586-597
ObjectiveTo develop a psychometric instrument to evaluate psychological processes associated with institutional abuse and coping strategies used to deal with such abuse.MethodsAs part of a comprehensive assessment protocol, an inventory containing theoretically derived multi-item rational scales which assessed institutional abuse-related psychological processes and coping strategies were administered to 247 Irish adult survivors of institutional child abuse. Exploratory and confirmatory factor analyses were used to derive 6-factor scales, the reliability and validity of which were assessed.ResultsFactor scales to assess the following constructs were developed (1) traumatization, (2) re-enactment, (3) spiritual disengagement, (4) positive coping, (5) coping by complying, and (6) avoidant coping. There were varying degrees of support for the validity of the scales with most support for the traumatization and re-enactment scales.ConclusionsThe Institutional Child Abuse Processes and Coping Inventory (ICAPCI), particularly its traumatization and re-enactment scales, may be used in future research on adult survivors of institutional child abuse because they are currently the only scales that have been developed with this population to provide reliable and valid assessments of these constructs.Practice implicationsThe ICAPCI may be used, cautiously, to assess adult survivors of institutional child abuse. 相似文献
279.
Learning in virtual worlds: Using communities of practice to explain how people learn from play 总被引:1,自引:0,他引:1
Martin Oliver Diane Carr 《British journal of educational technology : journal of the Council for Educational Technology》2009,40(3):444-457
Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger's model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation. 相似文献
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