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Learning to (Co)Evolve: A Conceptual Review and Typology of Network Design in Global Health Virtual Communities of Practice

Aim/Purpose: This conceptual review analyzes the designs of global health virtual communities of practice (VCoPs) programming reported in the empirical literature and proposes a new typology of their functioning. The purpose of this review is to provide clarity on VCoP learning stages of (co)evolution and insight into VCoP (re)development efforts to best meet member, organization, and network needs against an ever-evolving landscape of complexity in global health. Background: Since the COVID-19 pandemic, the field of global health has seen an uptick in the use of VCoPs to support continuous learning and improve health outcomes. However, evidence of how different combinations of programmatic designs impact opportunities for learning and development is lacking, and how VCoPs evolve as learning networks has yet to be explored. Methodology: Following an extensive search for literature in six databases, thematic analysis was conducted on 13 articles meeting the inclusion criteria. This led to the development and discussion of a new typology of VCoP phases of learning (co)evolution. Contribution: Knowledge gained from this review and the new categorization of VCoPs can support the functioning and evaluation of global health training programs. It can also provide a foundation for future research on how VCoPs influence the culture of learning organizations and networks. Findings: Synthesis of findings resulted in the categorization of global health VCoPs into five stages (slightly evolving, somewhat revolving, moderately revolving, highly revolving, and coevolving) across four design domains (network development, general member engagement before/after sessions, general member engagement during sessions, and session leadership). All global health VCoPs reviewed showed signs of adaptation and recommended future evolution. Recommendations for Practitioners: VCoP practitioners should pay close attention to how the structured flexibility of partnerships, design, and relationship development/accountability may promote or hinder VcoP’s continued evolution. Practitioners should shift perspective from short to mid- and long-term VCoP planning. Recommendation for Researchers: The new typology can stimulate further research to strengthen the clarity of language and findings related to VCoP functioning. Impact on Society: VCoPs are utilized by academic institutions, the private sector, non-profit organizations, the government, and other entities to fill gaps in adult learning at scale. The contextual implementation of findings from this study may impact VCoP design and drive improvements in opportunities for learning, global health, and well-being. Future Research: Moving forward, future research could explore how VCoP evaluations relate to different stages of learning, consider evaluation stages across the totality of VCoP programming design, and explore how best to capture VCoP (long-term) impact attributed to health outcomes and the culture of learning organizations and networks.




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Optimisation with deep learning for leukaemia classification in federated learning

The most common kind of blood cancer in people of all ages is leukaemia. The fractional mayfly optimisation (FMO) based DenseNet is proposed for the identification and classification of leukaemia in federated learning (FL). Initially, the input image is pre-processed by adaptive median filter (AMF). Then, cell segmentation is done using the Scribble2label. After that, image augmentation is accomplished. Finally, leukaemia classification is accomplished utilising DenseNet, which is trained using the FMO. Here, the FMO is devised by merging the mayfly algorithm (MA) and the fractional concept (FC). Following local training, the server performs local updating and aggregation using a weighted average by RV coefficient. The results showed that FMO-DenseNet attained maximum accuracy, true negative rate (TNR) and true positive rate (TPR) of 94.3%, 96.5% and 95.3%. Moreover, FMO-DenseNet gained minimum mean squared error (MSE) and root mean squared error (RMSE) of 5.7%, 9.2% and 30.4%.




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A study of internet public opinion leaders with COVID-19 pandemic in Taiwan as a case

The novel coronavirus pandemic ravaged the world in 2020, making the world fall into an unprecedented period of stagnation. This research used the Sol-Idea internet public opinion analysis platform to collect, and analyses online public opinion data associated with novel coronavirus. This research finds the following situations: 1) COVID-19 online opinion leaders are more likely to post in major discussion boards. However, opinion leaders of replies but use PTT forum as the main discussion channel; 2) According to the analysis of the content and behaviour of the account 'ebola01', it is found that the content of the posts are mostly news praising the ruling party government or mocking the opposing parties, with the sources mostly coming from media considered to be more pro-ruling party. Therefore, it can be inferred that 'ebola01' may be part of cyber army with a particular political spectrum.




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Teaching, Designing, and Sharing: A Context for Learning Objects




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A Framework for Metadata Creation Tools




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Addressing the eLearning Contradiction: A Collaborative Approach for Developing a Conceptual Framework Learning Object




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A Cognitive and Logic Based Model for Building Glass-Box Learning Objects




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Pre-service Teachers' Learning Object Development: A Case Study in K-12 Setting




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Viability of the "Technology Acceptance Model" in Multimedia Learning Environments: A Comparative Study




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Perceptions of Roles and Responsibilities in Online Learning: A Case Study




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Towards A Comprehensive Learning Object Metadata: Incorporation of Context to Stipulate Meaningful Learning and Enhance Learning Object Reusability




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Designing Online Information Aggregation and Prediction Markets for MBA Courses




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Using a Collaborative Database to Enhance Students’ Knowledge Construction




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Computer Supported Collaborative Learning and Higher Order Thinking Skills: A Case Study of Textile Studies




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"Islands of Innovation" or "Comprehensive Innovation." Assimilating Educational Technology in Teaching, Learning, and Management: A Case Study of School Networks in Israel




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E-learning as a Strategy of Acquiring a Company’s Intellectual Capital




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A CSCL Approach to Blended Learning in the Integration of Technology in Teaching




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Computer Supported Collaborative Learning and Critical Reflection: A Case Study of Fashion Consumerism




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Nurturing a Community of Practice through a Collaborative Design of Lesson Plans on a Wiki System




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A Chaperone: Using Twitter for Professional Guidance, Social Support and Personal Empowerment of Novice Teachers in Online Workshops




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Developing a Conceptual Framework for Evaluation of E-Content of Virtual Courses: E-Learning Center of an Iranian University Case Study




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Geospatial Crypto Reconnaissance: A Campus Self-Discovery Game

Campus discovery is an important feature of a university student induction process. Approaches towards campus discovery differ from course to course and can comprise guided tours that are often lengthy and uninspiring, or self-guided tours that run the risk of students failing to complete them. This paper describes a campus self-discovery induction game (Geospatial Crypto Reconnaissance) which aims to make students aware of campus resources and facilities, whilst at the same time allowing students to make friends and complete the game in an enthusing and exciting way. In this paper we describe the game construct, which comprises of a location, message, and artefact, and also the gameplay. Geospatial Crypto Reconnaissance requires students to identify a series of photographs from around the campus, to capture the GPS coordinates of the location of the photograph, to decipher a ciphered message and then to return both the GPS coordinates and the message for each photograph, proving that the student has attended the location. The game had a very high satisfaction score and we present an analysis of student feedback on the game and also provide guidance on how the game can be adopted for less technical cohorts of students.




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The Influence of Social Media on Collaborative Learning in a Cohort Environment

This paper provides an overview of the impact that social media has on the development of collaborative learning within a cohort environment in a doctoral program. The researchers surveyed doctoral students in an education program to determine how social media use has influenced the doctoral students. The study looked at the following areas: a) the ability of social media use to develop a collaborative learning environment, b) access to social media content which supports learning, and c) whether social media use has contributed to the enhancement of the doctoral students’ academic achievement and learning progress. As social media use and on-line learning become more prevalent in education, it is important to continue to understand the impact that social media has on improving students’ ability to achieve their academic goals. This study provides insight on how doctoral students used social media and how social media use has influenced academic development in their cohort environment. In addition, this paper provides a discerning view into the role social media plays when developing a collaborative learning environment in a cohort.




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Multimedia Content Analysis and Indexing for Filtering and Retrieval Applications




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Development of a Video Network for Efficient Dissemination of the Graphical Images in a Collaborative Environment




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Bringing the Farming Community Into the Internet Age: A Case Study




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Using the Web to Enable Industry-University Collaboration: An Action Research Study of a Course Partnership




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A Contextual Integration of Individual and Organizational Learning Perspectives as Part of IS Analysis




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Knowledge Management Systems: A Comparison of Law Firms and Consulting Firms




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Advanced Signal Processing for Wireless Multimedia Communications




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An Introduction to Computer Forensics: Gathering Evidence in a Computing Environment




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A Case Study of Physicians at Work at the University Hospital of Northern Norway




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Information Literacy: A Community Service-Learning Approach




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Use-Cases and Personas: A Case Study in Light-Weight User Interaction Design for Small Development Projects




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A Cognitive Approach to Instructional Design for Multimedia Learning




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Informing Citizens in a Highly Restrictive Environment Using Low-Budget Multimedia Communications: A Serbian Case Study




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Information Politics and Information Culture: A Case Study




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Informing Clients through Multimedia Communications:




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MECCA: Hypermedia Capturing of Collaborative Scientific Discourses about Movies




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Issues in Informing Clients using Multimedia Communications




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On the Difference or Equality of Information, Misinformation, and Disinformation: A Critical Research Perspective




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The Informing Sciences at a Crossroads: The Role of the Client




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A Comment on ‘A Psychologically Plausible Goal-Based Utility Function’




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Towards an Information Sharing Pedagogy: A Case of Using Facebook in a Large First Year Class




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Informing: A Cognitive Load Perspective




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Informing Science and Andragogy: A Conceptual Scheme of Client-Side Barriers to Informing University Students




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Are We Really Having an Impact? A Comprehensive Approach to Assessing Improvements in Critical Thinking in an MBA Program




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The Knowledge Innovation Matrix (KIM): A Clarifying Lens for Innovation




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Case Study of a Complex Informing System: Joint Interagency Field Experimentation (JIFX)

The Joint Interagency Field Experimentation (JIFX) event, organized by the Naval Postgraduate School (NPS), is conducted 3-4 times a year at various locations. The four day event can be characterized as an informing system specifically designed to facilitate structured and unstructured communications between a variety of parties—e.g., software developers, inventors, military and civilian users of various technologies, academics, and agencies responsible for identifying and procuring technology solutions—that frequently are constrained in their informing activities in more restrictive venues. Over the course of the event, participants may observe technology demonstrations, obtain feedback from potential users, acquire new ideas about their technologies might be employed and, perhaps most significantly, engage in ad hoc collaborations with other participants. The present paper describes an exploratory case research study that was conducted over a one year period and involved both direct observation of the event and follow-up interviews with 49 past participants in the event. The goal of the research was to assess the nature of participant-impact resulting from attending JIFX and to consider the consistency of the findings with the predictions of various theoretical frameworks used in informing science. The results suggest that participants perceived that the event provided significant value from three principal sources: discovery, interaction with potential clients (users) of the technologies involved, and networking with other participants. These findings were largely consistent with what could be expected from informing under conditions of high complexity; because value generally derives from combinations of attributes rather than from the sum of individual attributes, we would expect that overall value from informing activities will be perceived even though estimates of the incremental value of that informing cannot be made.




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Building an Informing Business School: A Case Study of USF’s Muma College of Business

As the complexity of a system grows, the challenge of informing the stakeholders of that system grows correspondingly. Nowhere is that challenge more daunting than in business education, where globalization, technological innovation, and increasingly complicated regulations continuously transform the business environment facing graduates and practitioners. Informing science theory proposes that different levels of complexity require different channels if effective informing is to be achieved. The paper first examines how two important sources of complexity—the diversity of clients and the ruggedness of the business landscape—are changing, and how these changes demand vastly more interactive informing channels if impact is to be achieved. Using an exploratory case study methodology, it then takes a detailed look at how one institution—the University of South Florida’s Muma College of Business—has introduced a variety of new channels, many of which enable informing flows without necessarily directing them, to adapt to these environmental changes. It then considers both outcomes related to these individual informing channels and college-wide outcomes related to a broad and deep mosaic of informing flows. Finally, it considers the question of the resources required to support these new channels and the relationship between resource acquisition and channel introduction. The proposed framework for looking at business school informing channels can be applied by administrators, faculty members, and key stakeholders in understanding, evaluating, and planning programs and activities supporting informing in a complex environment. Ultimately, the informing business school framework may also provide a means for communicating impact to business school accrediting agencies (such as AACSB).