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1

Nauber, Jens. "Hackathons." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-188346.

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Fünfter Juli 2015, es ist wohl einer der heißesten Sommertage des Jahres, bin ich voller Neugierde und Vorfreude auf dem Weg nach Berlin zur Abschlussveranstaltung und Preisverleihung des Kulturhackathons „Coding da Vinci“. Bereits zehn Wochen zuvor habe ich die gleiche Strecke nach Berlin zurückgelegt. Damals, um einige Spitzenstücke der Digitalen Sammlungen der SLUB bei der Auftaktveranstaltung von „Coding da Vinci“ vorzustellen. Darunter befinden sich die spannende Maya-Handschrift – Codex Dresdensis aus dem 13. Jahrhundert, Kulinarisches aus der „Bibliotheca Gastronomica\"“ des Sammlers Wa
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Punjwani, Fahad. "Organizing for radical inclusion : reflections from hackathons." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118528.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, System Design and Management Program, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 36-37).<br>Despite moving the world forward, technological progress has left many people behind. Science and technology industries see themselves as open to all. Yet, they lack inclusion: not involving and empowering people across a range of human differences. Hackathons are a microcosm of these industries and suffer from a similar problem. By examining hackathons, we can uncover pri
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Ferreira, Gabriel de Deus. "O papel dos Hackathons promovidos no setor público brasileiro : um estudo na perspectiva de inovação aberta, citizen-sourcing e motivação dos participantes." reponame:Repositório Institucional da UnB, 2017. http://repositorio.unb.br/handle/10482/23452.

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Dissertação (mestrado)—Universidade de Brasília, Faculdade de Economia, Administração, Contabilidade e Gestão de Políticas Públicas, Programa de Pós-graduação em Administração, 2017.<br>Submitted by Fernanda Percia França (fernandafranca@bce.unb.br) on 2017-05-08T16:22:47Z No. of bitstreams: 1 2017_GabrieldeDeusFerreira.pdf: 1366004 bytes, checksum: 5ae62edb3ba40f91d098e26451145114 (MD5)<br>Approved for entry into archive by Raquel Viana (raquelviana@bce.unb.br) on 2017-05-08T18:47:33Z (GMT) No. of bitstreams: 1 2017_GabrieldeDeusFerreira.pdf: 1366004 bytes, checksum: 5ae62edb3ba40f91d098e264
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Hermann, Jonas. "Design and Facilitation of Event-Based Open Innovation : A study about regular company arrangements for enhanced innovativeness." Thesis, KTH, Maskinkonstruktion (Inst.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-245079.

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Den tidiga fasen av företags innovationsprocess har fått stor uppmärksamhet i modern akademisk forskning. Det diskuteras hur man strukturerar denna fas kallad “fuzzy front end” kopplat till innovation och även ett koncept som allmänt kallas “öppen innovation” har introducerats - involvering av tredje parts individer i utvecklingsprocessen. Detta examensarbete fokuserar huvudsakligen på öppen innovation genom olika event för att främja innovationsarbete såsom: workshops, hackathons, idea jams och andra typer av sammanhang som inkluderar både externa deltagare och experter samt anställda och par
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Silva, Jonas da. "Uma experiência de desenvolvimento aberto e colaborativo de ambientes virtuais de participação social na UNIRIO." Universidade Federal do Estado do Rio de Janeiro (UNIRIO), 2017. https://repositorio.ufjf.br/jspui/handle/ufjf/6336.

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Submitted by Daniely Januário (daniely.januario@gmail.com) on 2018-03-02T14:47:24Z No. of bitstreams: 1 jonasdasilva.pdf: 8078229 bytes, checksum: 87448415353e50b393a972734bd021e7 (MD5)<br>Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-03-14T18:28:16Z (GMT) No. of bitstreams: 1 jonasdasilva.pdf: 8078229 bytes, checksum: 87448415353e50b393a972734bd021e7 (MD5)<br>Made available in DSpace on 2018-03-14T18:28:16Z (GMT). No. of bitstreams: 1 jonasdasilva.pdf: 8078229 bytes, checksum: 87448415353e50b393a972734bd021e7 (MD5) Previous issue date: 2017-09-27
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Ermoshina, Kseniia. "Au code, citoyens : mise en technologies des problèmes publics." Thesis, Paris Sciences et Lettres (ComUE), 2016. http://www.theses.fr/2016PSLEM072/document.

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La thèse étudie les applications dites citoyennes pour mobiles et web qui sont développées en réponse aux problèmes publics variés et basées sur le principe de crowdsourcing. Elle s’intéresse à la fois à la conception de ces dispositifs, à leurs usages et aux façons dont ces outils transforment la communication des citoyens entre eux, et avec les pouvoirs publics. Elle explore les nouveaux formats d’innovation, comme les hackathons civiques, et interroge l’usage du code informatique en tant que nouvel instrument d’action collective.La thèse mobilise une méthodologie qui puise dans les répertoi
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7

Nieto, Antonio. "Mindset digital AI." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656719.

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IA Hackathon Latam. Buscamos que los equipos presenten prototipos de desarrollo funcionales basados en los servicios de la tecnología de inteligencia artificial como chatbots, machine learning, visión computacional, deep learning, entre otros, con la finalidad de mejorar los servicios High Education.
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Florez, Omar. "Los limites de la inteligencia artificial." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656709.

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Expositor internacional Research Machine learning de Twitter Omar Florez<br>IA Hacktathon Latam. Buscamos que los equipos presenten prototipos de desarrollo funcionales basados en los servicios de la tecnología de inteligencia artificial como chatbots, machine learning, visión computacional, deep learning, entre otros, con la finalidad de mejorar los servicios High Education.
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Mallqui, Dennys. "Introducción a la IA y sus aplicaciones." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656718.

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IA Hacktathon Latam. Buscamos que los equipos presenten prototipos de desarrollo funcionales basados en los servicios de la tecnología de inteligencia artificial como chatbots, machine learning, visión computacional, deep learning, entre otros, con la finalidad de mejorar los servicios High Education.
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Villalón, Andrés. "Retos y desafíos de la IA en el mundo educativo." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656720.

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Andres Villalón. Professor & researcher in Science of Techonology and Education | Fellow YAN CHILE<br>IA Hackathon Latam. Buscamos que los equipos presenten prototipos de desarrollo funcionales basados en los servicios de la tecnología de inteligencia artificial como chatbots, machine learning, visión computacional, deep learning, entre otros, con la finalidad de mejorar los servicios High Education.
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Bernal, Almeyd Alejandro. "Ciberseguridad en educación superior con IA." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656721.

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Cyber Security Architect en NeoSecure | CISM, PCNSC, AWS Security Specialty<br>IA Hackathon Latam. Buscamos que los equipos presenten prototipos de desarrollo funcionales basados en los servicios de la tecnología de inteligencia artificial como chatbots, machine learning, visión computacional, deep learning, entre otros, con la finalidad de mejorar los servicios High Education.
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Sakihama, Luis. "Edge AI y sus aplicaciones." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656722.

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Luis Sakihama. Innovation and Labs Manager in MDP Consulting<br>IA Hackathon Latam. Buscamos que los equipos presenten prototipos de desarrollo funcionales basados en los servicios de la tecnología de inteligencia artificial como chatbots, machine learning, visión computacional, deep learning, entre otros, con la finalidad de mejorar los servicios High Education.
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Sponton, Haldo. "Inteligencia Artificial y Creatividad." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656789.

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14

Schmiedgen, Peter, Florian Sägebrecht, and Jörg R. Noennig. "Entrepreneurship on the Road." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-234345.

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Das Paper beschreibt das Konzept des im EU Kooperationsprogramm INTERREG Polen-Sachsen 2014–2020 geförderten Projekts „TRAILS – Traveling Innovation Labs and Services“ und stellt erste Ergebnisse der explorativen Analyse vor. TRAILS bringt mobile Innovationslabore direkt zu Schulen sowie Unternehmen an Standorte in der deutsch-polnischen Grenzregion und ist dort jeweils für eine Woche stationiert. In den Innovationslaboren kommen Schüler in eintägigen Workshops mit Unternehmertum in Berührung, kreieren eigene Projektideen und testen neue Technologien. Mitarbeiter von KMU trainieren Methoden, u
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15

Nygren, Johan, and Kalle Masth. "Jammets Topologi : Från Jam Session till South Park." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10765.

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I denna uppsats undersöker vi Game/Media Jam, Hackathon och liknande koncept och försökerskapa en metod för att ta fram en modell för deras topologi. Vi ämnar att undersöka degemensamma punkterna Jams och Hackathons har via deras regler, samt jämföra detta med JamSessions. Vidare kommer vi försöka identifiera reglernas syften. Dessa syften sätter vi i entopologiskt mätbar intervall som sedan kan överföras på den topologisk modellen. Sedan användsdessa resultat för att jämföra regelrätta Jams/Hackathons, närliggande koncept och arrangemangsom endast har vissa gemensamma punkter med Jams, för at
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Schmiedgen, Peter, Florian Sägebrecht, and Jörg R. Noennig. "Entrepreneurship on the Road." TUDpress, 2017. https://tud.qucosa.de/id/qucosa%3A30883.

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Das Paper beschreibt das Konzept des im EU Kooperationsprogramm INTERREG Polen-Sachsen 2014–2020 geförderten Projekts „TRAILS – Traveling Innovation Labs and Services“ und stellt erste Ergebnisse der explorativen Analyse vor. TRAILS bringt mobile Innovationslabore direkt zu Schulen sowie Unternehmen an Standorte in der deutsch-polnischen Grenzregion und ist dort jeweils für eine Woche stationiert. In den Innovationslaboren kommen Schüler in eintägigen Workshops mit Unternehmertum in Berührung, kreieren eigene Projektideen und testen neue Technologien. Mitarbeiter von KMU trainieren Methoden, u
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17

Zvolenská, Dominika. "Návrh projektu a aplikace metodiky projektového managementu v podniku." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2018. http://www.nusl.cz/ntk/nusl-378341.

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The master thesis focuses on the project design of hackathon and application of project management methods in the selected company. The first part is devoted to theoretical background in the area of project management, the second part contains the analysis of the current situation in the company. The output and third part of the thesis is devoted to the project itself.
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de, Araújo Leonardo [Verfasser], Frieder [Akademischer Betreuer] Nake, Frieder [Gutachter] Nake, and Wolf [Gutachter] Karsten. "Hacking Cultural Heritage : the Hackathon as a Method for Heritage Interpretation / Leonardo de Araújo ; Gutachter: Frieder Nake, Wolf Karsten ; Betreuer: Frieder Nake." Bremen : Staats- und Universitätsbibliothek Bremen, 2018. http://d-nb.info/1172879354/34.

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Stoltzfus, Arlin, Hilmar Lapp, Naim Matasci, et al. "Phylotastic! Making tree-of-life knowledge accessible, reusable and convenient." BioMed Central, 2013. http://hdl.handle.net/10150/610243.

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BACKGROUND:Scientists rarely reuse expert knowledge of phylogeny, in spite of years of effort to assemble a great "Tree of Life" (ToL). A notable exception involves the use of Phylomatic, which provides tools to generate custom phylogenies from a large, pre-computed, expert phylogeny of plant taxa. This suggests great potential for a more generalized system that, starting with a query consisting of a list of any known species, would rectify non-standard names, identify expert phylogenies containing the implicated taxa, prune away unneeded parts, and supply branch lengths and annotations, resul
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20

Goeta, Samuel. "Instaurer des données, instaurer des publics : une enquête sociologique dans les coulisses de l'open data." Thesis, Paris, ENST, 2016. http://www.theses.fr/2016ENST0045/document.

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Alors que plus de cinquante pays dans le monde ont entrepris une démarche d’ouverture des données publiques, la thèse enquête sur l’émergence et la mise en oeuvre des politiques d’open data. Elle repose sur l’analyse de sources publiques et sur une enquête ethnographique conduite dans sept collectivités locales et institutions françaises. Revenant sur six moments de définition de grands « principes » de l’open data et leur traduction en politique publique par une institution française, Etalab, ce travail montre comment la catégorisation par l’open data a porté l’attention sur les données, en p
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Goëta, Samuel. "Instaurer des données, instaurer des publics : une enquête sociologique dans les coulisses de l'open data." Electronic Thesis or Diss., Paris, ENST, 2016. http://www.theses.fr/2016ENST0045.

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Alors que plus de cinquante pays dans le monde ont entrepris une démarche d’ouverture des données publiques, la thèse enquête sur l’émergence et la mise en oeuvre des politiques d’open data. Elle repose sur l’analyse de sources publiques et sur une enquête ethnographique conduite dans sept collectivités locales et institutions françaises. Revenant sur six moments de définition de grands « principes » de l’open data et leur traduction en politique publique par une institution française, Etalab, ce travail montre comment la catégorisation par l’open data a porté l’attention sur les données, en p
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22

Gardó, Huerta Héctor. "Hackejar l'educació: avaluació de l'impacte socioeducatiu de les hackatons cíviques de transformació educativa." Doctoral thesis, Universitat Ramon Llull, 2020. http://hdl.handle.net/10803/670261.

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El propòsit d’aquesta investigació és avaluar l’impacte socioeducatiu de les hackatons cíviques enfocades a donar resposta a reptes socials i educatius. Des d’una aproximació descriptiva-interpretativa, realitzem un desplegament metodològic mixt i evolutiu al llarg de tres estudis de camp. En el primer es duu a terme una investigació-acció en primera persona per descobrir tot el potencial de la hackató en el seu desplegament a l’entorn comunitari del barri del Raval de Barcelona. El segon, a la hackató celebrada a la ciutat de Girona, s’analitzen els impactes relacionats amb el desenvolupament
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Alattar, Farah Basma. "Débats participatifs en ligne et hors ligne en milieu scolaire - Pour une éducation à la citoyenneté." Thesis, Paris 3, 2020. http://www.theses.fr/2020PA030001.

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Notre recherche-action se réfère à la pédagogique active et de projet. Nous avons réfléchi aux moyens de développer en milieu scolaire, grâce à un environnement numérique, les débats participatifs ; nous avons fondé cette réflexion sur une expérience concrète menée à partir d’un lycée parisien : une simulation multilingue de parlements internationaux que nous avons baptisée « Parlement des futurs citoyens ». Nous avons d’abord souligné le rôle de ces discussions et concertations dans la prise de conscience par les élèves de la nécessité de construire un monde plus humain. Nous avons complété c
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Lai, Jia-Ci, and 賴佳祈. "Creating Ventures through Hackathons?A Study on the Entrepreneurial Activities and Networks of Hackathons in Taiwan." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/tw2492.

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碩士<br>國立臺灣大學<br>建築與城鄉研究所<br>106<br>In recent years, with the development of information and communication technology (ICT), many new entrepreneurial activities emerged. Realizing the phenomenon, this study aims to explore new types of activities and spaces that would influence people to start new businesses. In this case, this study takes hackathon as the research target, where players, firms and mentors gather in a certain venue and use ICT to develop products in a few days. Through hackathon, this study tries to understand how such an event leads players to become entrepreneurs or to help th
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Lionaite, Monika. "Hackathons as a tool for learning in the framework of UNESCO learning cities." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-188067.

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This research analyses hackathons which are collaborative innovation making by using technology events, in terms of using these as a tool to facilitate a lifelong learning process in obtaining digital competence among other 21 st century skills. The aim of this research is to explore and analyse the perceptions and experiences of hackathon participants and different stakeholders about the learning process experienced during a hackathon event. The following research questions are studied: RQ1. How do interviewees perceive hackathons in relation to key elements of the UNESCO Learning Cities Fram
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Le, Audrey. "A New Place to Work and Play: Play Labor and the Production of the New Worker-Subject at Hackathons." Thesis, 2017. https://doi.org/10.7916/D8348XXN.

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Since 2012, hundreds of companies have poured thousands of dollars into hackathons – finite events where creatives come together in small teams to design, build, and demo a new product of feature. The spectacle of the hackathon engages participants in a number of things: a transgressive ethos, disciplined play, and hacker’s literacies (Santo 2011). Based on my dissertation fieldwork at seven hackathons in three industries (journalism, healthcare, and e-government), I explore various types of play labor (Terranova 2000) based on the performances of eight teams. I show how teams creatively manag
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Grabowski, Sebastian. "Ekosystemy informacyjne społeczności programistycznych." Doctoral thesis, 2018. https://depotuw.ceon.pl/handle/item/3115.

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W swojej pracy autor przedstawia otwarte społeczności programistyczne i wytwarzane przez nie: rozwiązania, systemy oraz narzędzia. Rolę otwartych społeczności autor prezentuje zarówno na przykładach operatorów telekomunikacyjnych, którzy gromadząc wokół siebie społeczności stworzyli otwarte ekosystemy programistyczne, jak i na podstawie własnych doświadczeń praktycznych, zebranych w trakcie tworzenia krajowych ekosystemów programistycznych. Były to m.in. BIHAPI, ekosystem stworzony w trakcie konkursu Business Intelligence Hackathon API oraz Open Middleware Community. Cechy ekosystemów stworzon
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Hu, You-Han, and 胡幼函. "Examining Governance Mechanisms of Temporary Organizations:The Case of Hackathon Events in Taiwan." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/p28zb5.

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碩士<br>國立臺灣大學<br>建築與城鄉研究所<br>106<br>In this digital era, the exchange of information and knowledge fueled an innovative and ground-breaking horizon comprised of physical and virtual spaces. This research focuses on the innovation activities conducted by different organizations that occur in both physical and virtual spaces, and how their innovation progress and governance mechanisms are influenced by the activities. It targets Hackathon, a sprint-like event in which computer programmers and professionals from different fields collaborate intensively as a project team, so as to solve social issu
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Feldmann, Anna. "Co-Creation als Treiber für Innovationen in der Bankenbranche – eine multimethodische Analyse." Doctoral thesis, 2021. https://repositorium.ub.uni-osnabrueck.de/handle/urn:nbn:de:gbv:700-202106084980.

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Die kumulative Dissertation zeigt auf, wie innovative Ideen in der Bankenbranche entstehen und weiterentwickelt werden können. Die Forschungsfrage, wie sich Co-Creation-Maßnahmen zur Innovationsentwicklung in der Bankenbranche einsetzen lassen und wodurch deren Erfolg beeinflusst wird, wird in sieben Beiträgen betrachtet. Dabei zeigen die einzelnen Beiträge der kumulativen Dissertation, dass Co-Creation durch ein breites Spektrum an Maßnahmen ausgestaltet werden kann. In den Beiträgen werden sowohl die konkrete Umsetzung in die Praxis (B1, B2, B4), die Barrieren und Erfolgsfaktoren (B3, B5) s
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Gomes, João Pedro Grangeia. "Learning to code in class with MOOCs: Process, factors and outcomes." Master's thesis, 2020. http://hdl.handle.net/10071/22025.

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Problem: Python became the most popular programming language in recent years, beating Java, the programming language still widely used as the main programming language in many undergraduate degrees on computer science related areas. Students from those degrees often do not get Python in their syllabus, but the job market is demanding it increasingly. Objective: To assess if learning a new programming language by following a MOOC is feasible in a fully dedicated mode and allows achieving a learning outcome comparable to the traditional in-class learning process. Proposal: Students from u
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Alvarez, Juliana. "Vers le Design hacké : la nécessité d’une nouvelle posture épistémologique." Thèse, 2017. http://hdl.handle.net/1866/19275.

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Face aux mutations sociales, environnementales et technologiques de notre société, la capacité de résoudre les problèmes complexes devient un incontournable. Les nouvelles philosophies du « faire » et l’élan collaboratif au sein du milieu de travail hypermoderne ne se reflètent pas systématiquement dans le design. En essayant de suivre le rythme d’un monde en transformation constante, le design d’aujourd’hui peine à se mettre à jour. Les théories portant sur l’innovation collaborative présentent des réponses pour répondre aux problèmes complexes en prônant la pratique d’une con
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