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Journal articles on the topic 'Hackathons'

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1

Busby, Ben, Matthew Lesko, and Lisa Federer. "Closing gaps between open software and public data in a hackathon setting: User-centered software prototyping." F1000Research 5 (April 13, 2016): 672. http://dx.doi.org/10.12688/f1000research.8382.1.

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In genomics, bioinformatics and other areas of data science, gaps exist between extant public datasets and the open-source software tools built by the community to analyze similar data types. The purpose of biological data science hackathons is to assemble groups of genomics or bioinformatics professionals and software developers to rapidly prototype software to address these gaps. The only two rules for the NCBI-assisted hackathons run so far are that 1) data either must be housed in public data repositories or be deposited to such repositories shortly after the hackathon’s conclusion, and 2)
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Busby, Ben, Matthew Lesko, and Lisa Federer. "Closing gaps between open software and public data in a hackathon setting: User-centered software prototyping." F1000Research 5 (May 9, 2016): 672. http://dx.doi.org/10.12688/f1000research.8382.2.

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In genomics, bioinformatics and other areas of data science, gaps exist between extant public datasets and the open-source software tools built by the community to analyze similar data types. The purpose of biological data science hackathons is to assemble groups of genomics or bioinformatics professionals and software developers to rapidly prototype software to address these gaps. The only two rules for the NCBI-assisted hackathons run so far are that 1) data either must be housed in public data repositories or be deposited to such repositories shortly after the hackathon’s conclusion, and 2)
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Temiz, Serdar. "Open Innovation via Crowdsourcing: A Digital Only Hackathon Case Study from Sweden." Journal of Open Innovation: Technology, Market, and Complexity 7, no. 1 (2021): 39. http://dx.doi.org/10.3390/joitmc7010039.

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This paper explores HacktheCrisis, the Swedish hackathon that was a response to the COVID-19 pandemic to address the challenges that it brought up. The main aims of the research were to explore the feasibility of the digital only COVID-19 hackathon as an open innovation method and to uncover the major issues that emerged during the HacktheCrisis hackathon in Sweden. The process and outcomes were assessed, leading to the lessons and development of recommendations for future health hackathons as an innovation in health care. We have found that conducting the virtual hackathon for COVID-19 result
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Oyetade, Kayode, Anneke Harmse, and Tranos Zuva. "Review of hackathon adoption factors in education." International Journal of Research in Business and Social Science (2147- 4478) 13, no. 2 (2024): 324–35. http://dx.doi.org/10.20525/ijrbs.v13i2.3143.

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Hackathons have gained popularity recently as a platform for fostering innovation and collaboration, providing hands-on learning experiences for students to design, prototype, and solve real-world problems. While studies have explored hackathon adoption in education, there is a scarcity of chronological reviews on this subject. This article addresses the gap by presenting a comprehensive literature review using a systematic methodology, analyzing 30 relevant articles spanning 2012 to 2022 from databases like EBSCOhost, Scopus, and Google Scholar. The study identifies five key adoption factors:
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Emmanouil, Marios, Yeoryios Stamboulis, Achilleas Barlas, Lorenrzo Scatena, Eleonora Lombardi, and Valerio Roscani. "Maximising Hackathon Impact: A Comprehensive Framework for Sustaining Post-Event Outcome." European Conference on Innovation and Entrepreneurship 19, no. 1 (2024): 191–99. http://dx.doi.org/10.34190/ecie.19.1.2798.

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Since 2020, numerous guides and tools have been available for designing, planning, and running hackathons in fields such as software engineering, ICT, and healthcare. However, a substantial gap is observed in the post-event phase of hackathons' life cycle, directly affecting the sustainability of results. This bears significant implications for hackathon events per se, as well as for ecosystem stakeholders, in medium-term and long-term perspectives. This paper addresses the issue of low valorisation of hackathon-derived solutions and assists their direct exploitation. We aim to provide a frame
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Martinec, Tomislav, Filip Valjak, Nikola Horvat, et al. "Virtual design hackathons: a data collection framework." Proceedings of the Design Society 4 (May 2024): 45–54. http://dx.doi.org/10.1017/pds.2024.7.

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AbstractDesign hackathons offer a unique research opportunity to study time-pressured collaborative design. At the same time, research on design hackathons faces unique methodological challenges, prompting the exploration of new research approaches. This paper proposes a new data-collection framework that leverages a virtual format of hackathon events and enables a deeper insight into hackathon dynamics. The framework applicability is presented through a case study of the IDEA challenge hackathon, in which different intrusive and non-intrusive data collection approaches were used.
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Oyetade, Kayode, Tranos Zuva, and Anneke Harmse. "Educational benefits of hackathon: A systematic literature review." World Journal on Educational Technology: Current Issues 14, no. 6 (2022): 1668–84. http://dx.doi.org/10.18844/wjet.v14i6.7131.

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Hackathons are said to promote a variety of innovative ideas and can be traced back to the idea of problem-solving. There is little research on the use of hackathons in classes to meet course-level learning objectives, despite the emphasis given to its advantages in other human efforts. By conducting a systematic literature review (SLR), this study uses the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement criteria to better understand the advantages of hackathons in education. From an initial search result of 108 research publications obtained from Google s
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Robinson, Pamela J., and Peter A. Johnson. "Civic Hackathons: New Terrain for Local Government-Citizen Interaction?" Urban Planning 1, no. 2 (2016): 65–74. http://dx.doi.org/10.17645/up.v1i2.627.

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As more and more governments share open data, tech developers respond by creating apps using these data to generate content or provide services that citizens may find useful. More recently, there is an increase in popularity of the civic hackathon. These time-limited events gather tech enthusiasts, government workers and interested citizens, in a collaborative environment to apply government open data in developing software applications that address issues of shared civic importance. Building on the Johnson and Robinson (2014) framework for understanding the civic hackathon phenomenon, Canadia
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Barana, Alice, Vasiliki Eirini Chatzea, Kelly Henao, et al. "Driving International Collaboration Beyond Boundaries Through Hackathons: A Comparative Analysis of Four Hackathon Setups." Information 16, no. 6 (2025): 488. https://doi.org/10.3390/info16060488.

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Hackathon events have become increasingly popular in recent years as a modern tool for innovation in the education sector as they offer important learning advantages. Within the “INVITE” Erasmus+ project, four distinct hackathons were organized to bring together academic institutions, teachers, and students in the design of innovative international virtual and blended collaborations. In addition, as part of the “INVITE” project, an Open Interactive Digital Ecosystem (digital platform) has been developed to facilitate hackathons organization and was tested within two of the events. This platfor
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Ryś, Maciej. "Discovering Sources and Approaches in Financing Hackathons." Financial Internet Quarterly 20, no. 4 (2024): 48–55. https://doi.org/10.2478/fiqf-2024-0026.

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Abstract This study explores the diverse sources and approaches to financing hackathons, aiming to compare financing models for hackathons, emphasizing the influence of event type on various strategies. Employing an ethnographic approach, the research identifies three primary financing strategies-challenge-oriented, community-oriented, and profit-oriented and six key sources, including sponsorships, community contributions, self-funding, grants, investments, and registration fees. The findings reveal that aligning financing with hackathon objectives is essential for the overall performance of
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Tadeu Rodrigues, Renato, Márcia Regina Neves Guimarães, and Felipe Ferreira de Lara. "Overview of Hackathons in Brazil." Revista Gestão da Produção Operações e Sistemas 17, no. 2 (2022): 01–28. http://dx.doi.org/10.15675/gepros.v17i2.2809.

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Purpose – The main purpose of this study is to analyze why Brazilian organizations hold Hackathons and to identify what happens to the winning products after the event. Theoretical Framework – The open innovation practices promoted by Brazilian companies known as Hackathons, have become popular since 2014. The study has contributed to advances in holding Hackathons in Brazil, contributing to the spread of open innovation in Brazilian companies. Design/Methodology/Approach – Exploratory and qualitative research was used a study based on in-depth interviews to achieve its objectives. Interviews
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Serek, Azamat, Meirambek Zhaparov, Seong-Moo Yoo, Assem Talasbek, Yong-Kab Kim, and Min-Woo Jin. "Best Practices in Running IT Hackathons Based on Paragon University Dataset." International Journal of Emerging Technologies in Learning (iJET) 15, no. 19 (2020): 231. http://dx.doi.org/10.3991/ijet.v15i19.15523.

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Hackathons are special activities, which normally last about 1-3 days with teams to present their innovative solutions to the given problems in the IT domain. In this paper, we report the Paragon IT hackathon developing a web application using Facebook API and our analysis of surveys from the hackathon participants. We list and analyze the statistics of participants as their gender, age, level of satisfaction, and the willingness of attending another hackathon. Then, we mention participants’ primary motivation to participate, things they learned from the hackathon, and the main challenges. Bas
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Schuh, Günther, Till Potente, Andreas Gützlaff, et al. "Generierung von disruptiven Verbesserungsideen zur Arbeitsplatzgestaltung." Zeitschrift für wirtschaftlichen Fabrikbetrieb 117, no. 11 (2022): 712–15. http://dx.doi.org/10.1515/zwf-2022-1138.

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Abstract Zur Verbesserung eines Arbeitsplatzes bei der Phoenix Contact Electronics GmbH wurde das Hackathon-Konzept auf Lean-Fragestellungen im Sinne eines „Lean Hackathons“ übertragen. Das aus der Software- und Prototypenentwicklung bekannte Konzept des Hackathons ermöglicht die Fokussierung der Autonomie der Mitarbeitenden, um so umsetzbare disruptive Verbesserungen zu erzielen.
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Grechushkina, N. V., and E. A. Arefieva. "Hackathon: Definition, Practice and Perspectives of Use in Higher Education." Vysshee Obrazovanie v Rossii = Higher Education in Russia 32, no. 4 (2023): 83–105. http://dx.doi.org/10.31992/0869-3617-2023-32-4-83-105.

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In the article there are represented results of generalization and systematization of scientific and practical information about hackathons as an educational technology that is used in higher education and is of great interest to researchers and practitioners. The review has been made on the basis of Russian and foreign scientific publications considering the features of the organization and application of hackathons in the practice of higher education. The authors selected 494 articles issued in the period from 2011 to 2022 in publishings of the RSCI and SCOPUS databases by keywords “hachatho
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Jussila, Jari, Anu Helena Suominen, and Timo Rainio. "Entrepreneurship Competence Using Educational Hackathons in Finland." Journal of Finnish Studies 23, no. 2 (2020): 32–73. http://dx.doi.org/10.5406/28315081.23.2.05.

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Abstract This article addresses the educational hackathon as an innovation pedagogy method for developing entrepreneurship competence. Specifically, it focuses on the design and execution of the hackathon. This study is based on the ideas that entrepreneurship competence can be learned and taught, and educational hackathons are a specific type of innovation contest, which as a practical method can be used to induce practical entrepreneurial experiences. The paper reports a case study in the teaching of a higher education institution. We present both the hackathon process description along with
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Stoltzfus, Arlin, Michael Rosenberg, Hilmar Lapp, et al. "Community and Code: Nine Lessons from Nine NESCent Hackathons." F1000Research 6 (June 6, 2017): 786. http://dx.doi.org/10.12688/f1000research.11429.1.

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In recent years, there has been an explosion in the popularity of hackathons — creative, participant-driven meetings at which software developers gather for an intensive bout of programming, often organized in teams. Hackathons have tangible and intangible outcomes, such as code, excitement, learning, networking, and so on, whose relative merits are unclear. For example, a frequent complaint is that code is abandoned when the hackathon ends, and questions like, “which outcomes are produced most reliably?” and, “how valuable are they for participants, organizers, and sponsors?” remain open. As
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Caroline Urbano Lourenço, Gisele, Rafaela de Campos Benatti Gonçalves, Gustavo Miguel de Oliveira, and Nelson Tenório. "APRENDIZAGEM NA INDÚSTRIA DE SOFTWARE: A INVESTIGAÇÃO DE UM HACKATHON INTERNO." COLLOQUIUM HUMANARUM 15, Especial 2 (2018): 135–39. http://dx.doi.org/10.5747/ch.2018.v15.nesp2.001087.

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Hackathon is a sort of event which fosters the creativity and the innovation. In this way, many software industry organizations have organized their hackathons mainly addressed to improve the individual and organizational knowledge. Thus, this paper aims to investigate the individual's learning after hackathon participation. For that, we conducted a questionnaire with the participants of an internal hackathon carried out by a software development organization. Furthermore, we analyzed a retrospective meeting in which the participants gave their opinion and suggestion regarding the event. Our r
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18

Dixit, Arun C., Prakasha K N, Harshavardhan v, and Anand A. "Hackathon-Based Learning Approaches for Mechanical Engineering." Journal of Engineering Education Transformations 38, IS2 (2025): 233–42. https://doi.org/10.16920/jeet/2025/v38is2/25028.

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Hackathons present a practical and collaborative learning exposure to the engineering student in general. They also enhance the problem-solving skills amongst the students. In specific, Mechanical engineering was chosen for this study as hackathons are mostly common in IT and circuit branches and the students of mechanical do not get to participate in such hackathons if they are not proficient in coding and other IT skills. We conducted a survey for the students of mechanical engineering to identify their interest and need towards the hackathons within their domain. The responses from the stud
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Flus, Meagan, and Ada Hurst. "EXPERIENCES OF DESIGN AT HACKATHONS: INITIAL FINDINGS FROM AN INTERVIEW STUDY." Proceedings of the Design Society 1 (July 27, 2021): 1461–70. http://dx.doi.org/10.1017/pds.2021.407.

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AbstractHackathons are short design events at which participants collaboratively progress through the entire design process. They pose opportunities for design research, but the existing research is limited, as is the understanding of design activity at hackathons. In our study, we summarize the hackathon design process of 10 interview participants from varying disciplines, levels of experience, and hackathon events. The summarized account reveals a decreased emphasis on the beginning phases of the design process, mainly problem definition, but an increased emphasis on the end, specifically th
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Tomé, de Oliveira Fernando. "A PERCEPÇÃO DO PARTICIPANTE DE HACKATHON SOBRE O IMPACTO EM SUA CARREIRA E OPORTUNIDADE PARA EMPREENDER." REVISTA FATEC SEBRAE EM DEBATE: Gestão, Tecnologias e Negócios 10, no. 18 (2023): 224–39. https://doi.org/10.5281/zenodo.10072236.

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Based on the hypothesis that a hackathon, an open innovation initiative, possesses the potential to influence the careers and entrepreneurial prospects of its participants, the question that guided this study was: "What is the perception of hackathon participants regarding the impact these events have on their professional progression and entrepreneurial opportunities?". In order to address this question, an exploratory research was conducted, comprising a literature review and a quantitative survey with individuals who participated in hackathons held in Brazil.The collection of data was carri
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Sajja, Ramteja, Carlos Erazo Ramirez, Zhouyayan Li, Bekir Z. Demiray, Yusuf Sermet, and Ibrahim Demir. "Integrating Generative AI in Hackathons: Opportunities, Challenges, and Educational Implications." Big Data and Cognitive Computing 8, no. 12 (2024): 188. https://doi.org/10.3390/bdcc8120188.

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Hackathons have become essential in the software industry, fostering innovation and skill development for both organizations and students. These events facilitate rapid prototyping for companies while providing students with hands-on learning opportunities that bridge theory and practice. Over time, hackathons have evolved from competitive arenas into dynamic educational platforms, promoting collaboration between academia and industry. The integration of artificial intelligence (AI) and machine learning is transforming hackathons, enhancing learning experiences, and introducing ethical conside
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Oyetade, Kayode Emmanuel, Anneke Harmse, and Tranos Zuva. "Examining the Factors Influencing Students’ Satisfaction with Hackathon for IT Projects." International Journal of Emerging Technologies in Learning (iJET) 18, no. 22 (2023): 24–37. http://dx.doi.org/10.3991/ijet.v18i22.42691.

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Education-related hackathons provide a dynamic and participatory method of teaching where students take an active role and become inventors and problem solvers. It encourages teamwork, critical thinking, and the use of technology, preparing students for the demands of the workforce of the twenty-first century. Although it has played a significant role in changing enterprises and society at large, its impact on academia has not yet been adequately examined. Studying the factors influencing student satisfaction with the use of hackathons for teaching and learning is crucial and pertinent given t
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Cardwell, Francesca S., Elijah Bisung, Anne E. Clarke, and Susan J. Elliott. "Hacking systemic lupus erythematosus (SLE): outcomes of the Waterlupus hackathon." Health Promotion and Chronic Disease Prevention in Canada 40, no. 7/8 (2020): 235–44. http://dx.doi.org/10.24095/hpcdp.40.7/8.03.

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Introduction There is a growing literature demonstrating the benefits of engaging knowledge-users throughout the research process. We engaged a multi-stakeholder team to undertake a hackathon as part of an integrated knowledge translation (iKT) process to develop nonpharmacological interventions to enhance the economic lives of people with systemic lupus erythematosus (SLE). The aims of this research were to (1) increase understanding of the economic challenges of living with SLE through stakeholder engagement at a research hackathon; (2) investigate possible interventions to improve the econo
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Kamariotou, Maria, and Fotis Kitsios. "Hackathons for Driving Service Innovation Strategies: The Evolution of a Digital Platform-Based Ecosystem." Journal of Open Innovation: Technology, Market, and Complexity 8, no. 3 (2022): 111. http://dx.doi.org/10.3390/joitmc8030111.

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Despite the fact that hackathons and digital innovation contests have emerged as substantial intermediaries in open innovation and entrepreneurship, knowledge about how hackathons and digital innovation contests impact innovation in cities is restricted. There is also a scarcity of models that aid in the organization of digital innovation contests. Based on the existing frameworks for contest organizations, the aim of this article is to present a case study which develops a framework for hosting and evaluating open data hackathons. The hackathon framework is developed from the organizer’s view
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Oyetade, Kayode, Anneke Harmse, and Tranos Zuva. "Evaluating student satisfaction with online hackathon for IT projects." Eurasia Journal of Mathematics, Science and Technology Education 19, no. 10 (2023): em2338. http://dx.doi.org/10.29333/ejmste/13608.

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Hackathons are growing more virtual, especially after the COVID-19 epidemic started since they attract many participants at once from different places and time zones. This study intends to identify factors that influence students’ satisfaction with online hackathon for IT projects. The study used quantitative methodology and proposed a model. The model was developed using technology acceptance model variables (perceived usefulness [PU], perceived ease of use [PEOU], behavioral intention [BI]) in combination with self-efficacy (SE) and satisfaction variables. The study questionnaire was distrib
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Kitsios, Fotis, and Maria Kamariotou. "Beyond Open Data Hackathons: Exploring Digital Innovation Success." Information 10, no. 7 (2019): 235. http://dx.doi.org/10.3390/info10070235.

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Previous researchers have examined the motivations of developers to participate in hackathons events and the challenges of open data hackathons, but limited studies have focused on the preparation and evaluation of these contests. Thus, the purpose of this paper is to examine factors that lead to the effective implementation and success of open data hackathons and innovation contests. Six case studies of open data hackathons and innovation contests held between 2014 and 2018 in Thessaloniki were studied in order to identify the factors leading to the success of hackathon contests using criteri
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Goudswaard, M., L. Kent, L. Giunta, et al. "Virtually Hosted Hackathons for Design Research: Lessons Learned from the International Design Engineering Annual (IDEA) Challenge 2021." Proceedings of the Design Society 2 (May 2022): 21–30. http://dx.doi.org/10.1017/pds.2022.3.

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AbstractThis paper provides an overview and appraisal of the International Design Engineering Annual (IDEA) challenge - a virtually hosted design hackathon run with the aim of generating a design research dataset that can provide insights into design activities at virtually hosted hackathons. The resulting dataset consists of 200+ prototypes with over 1300 connections providing insights into the products, processes and people involved in the design process. The paper also provides recommendations for future deployments of virtual hackathons for design research.
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Poncette, Akira-Sebastian, Pablo-David Rojas, Joscha Hofferbert, Alvaro Valera Sosa, Felix Balzer, and Katarina Braune. "Hackathons as Stepping Stones in Health Care Innovation: Case Study With Systematic Recommendations." Journal of Medical Internet Research 22, no. 3 (2020): e17004. http://dx.doi.org/10.2196/17004.

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Background Until recently, developing health technologies was time-consuming and expensive, and often involved patients, doctors, and other health care professionals only as passive recipients of the end product. So far, users have been minimally involved in the ideation and creation stages of digital health technologies. In order to best address users’ unmet needs, a transdisciplinary and user-led approach, involving cocreation and direct user feedback, is required. In this context, hackathon events have become increasingly popular in generating enthusiasm for user-centered innovation. Object
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Bell, Adam Patrick, and David Bonin. "Hacking new musical instruments and considerations of disability in design." Journal of Music, Technology & Education 15, no. 2 (2022): 201–21. http://dx.doi.org/10.1386/jmte_00054_1.

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We report our findings of an instrumental case study of the ‘New Musical Instruments Hackathon’, which was hosted by Monthly Music Hackathon New York City. Our article commences with an overview of research literature on hackathons in general and then proceeds with a discussion of research on making accessible musical instruments, which occurs in multiple fields. Following, we outline our methodological approach that employed video-recorded observations and semi-structured interviews to examine how participants displayed and discussed hacking new musical instruments, and how, if at all, they d
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Schaedler, Cecilia, Douglas Wegner, and Flávio Régio Brambilla. "Hackathons como estratégia para inovação aberta: insights de eventos no Brasil e no Canadá." Revista de Administração da UFSM 15, no. 4 (2022): 563–80. http://dx.doi.org/10.5902/1983465969319.

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Objetivo: O presente estudo tem por objetivo analisar os elementos capacitadores utilizados em hackathons de desenvolvimento de software e como eles contribuíram para o sucesso dos eventos.Método: Mediante abordagem qualitativa e exploratória, o método empregado foi o estudo de casos múltiplos, tendo como unidades de análise dois eventos no formato hackathon, organizados por empresa multinacional de tecnologia no Brasil e Canadá. A coleta de dados foi desenvolvida por entrevistas semiestruturadas e análise documental. A análise dos dados foi conduzida com a técnica da análise de conteúdo.Resul
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Gardó Huerta, Héctor, and Jordi Riera i Romaní. "Discovering civic educational hackathons: an exploratory study." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 38, no. 1 (2020): 51–62. http://dx.doi.org/10.51698/aloma.2020.38.1.51-62.

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Educational hackathons are a new way to respond to some of the biggest challenges in education. This exploratory study seeks to define the key elements of these hackathons and to offer a theoretical and practical starting point for future publications and research. A literature review is carried out, with the information then contrasted with the experience as organizers of EDhack Raval, the first community-focussed educational hackathon in Catalonia. Observations, a questionnaire and interviews are used to add depth and objectivity to the wealth of data derived from field work. The results poi
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Mendes, Wendy, Albert Richard, Tähe-Kai Tillo, Gustavo Pinto, Kiev Gama, and Alexander Nolte. "Socio-technical Constraints and Affordances of Virtual Collaboration - A Study of Four Online Hackathons." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (2022): 1–32. http://dx.doi.org/10.1145/3555221.

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Hackathons and similar time-bounded events have become a popular form of collaboration in various domains. They are commonly organized as in-person events during which teams engage in intense collaboration over a short period of time to complete a project that is of interest to them. Most research to date has thus consequently focused on studying how teams collaborate in a co-located setting, pointing towards the advantages of radical co-location. The global pandemic of 2020, however, has led to many hackathons moving online, which challenges our current understanding of how they function. In
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Etova, A. V. "MINI-HACKATHON ON INFORMATICS IN PRIMARY SCHOOL." Informatics in school, no. 2 (April 3, 2019): 55–59. http://dx.doi.org/10.32517/2221-1993-2019-18-2-55-59.

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The article describes the main characteristics, stages and the result of using the new group work format — hackathon on informatics for early learning programming in the form of a game. For the teacher, both the ideas on the organization of hackathons for younger students and their implementation are of interest. The result of the winner of the hackathon, i.e. the game developed, is fully provided for use in the work.
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Franco, Stefano, Angelo Presenza, and Antonio Messeni Petruzzelli. "Boosting innovative business ideas through hackathons. The “Hack for Travel” case study." European Journal of Innovation Management 25, no. 6 (2021): 413–31. http://dx.doi.org/10.1108/ejim-06-2021-0300.

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PurposeTechnological platforms encourage the exchange of knowledge and creation of new ideas that create new value for participating members who pool and combine their knowledge, facilities, tools and skills, thus contributing to the development of innovative solutions. This paper focuses on hackathon platforms, working as open innovation intermediaries, investigating their role and functions and exploring how they encourage the collaboration and the innovativeness among participants in order to boost their innovative new ideas.Design/methodology/approachThe research method is a qualitative de
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Kitsios, Fotis, and Maria Kamariotou. "Open data hackathons: an innovative strategy to enhance entrepreneurial intention." International Journal of Innovation Science 10, no. 4 (2018): 519–38. http://dx.doi.org/10.1108/ijis-06-2017-0055.

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Purpose In terms of entrepreneurship, open data benefits include economic growth, innovation, empowerment and new or improved products and services. Hackathons encourage the development of new applications using open data and the creation of startups based on these applications. Researchers focus on factors that affect nascent entrepreneurs’ decision to create a startup but researches in the field of open data hackathons have not been fully investigated yet. This paper aims to suggest a model that incorporates factors that affect the decision of establishing a startup by developers who have pa
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Grande, Bruno M., Arjun Baghela, Anna Cavalla, Florian Privé, Peter Zhang, and Yisong Zhen. "Hackathon-driven tutorial development." F1000Research 7 (December 24, 2018): 1974. http://dx.doi.org/10.12688/f1000research.16959.1.

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Software is essential for data science. However, several software tools remain out of reach for many users due to a lack of documentation, thus limiting progress in the field. Tutorial development by authors and users can greatly improve a tool's accessibility and accelerate its adoption. In this article, we explore hackathons such as hackseq as a venue for authors and users to develop tutorials to address the lack of documented software. We describe four advantages of hackathon-driven tutorial development as well as three challenges that we faced. We also discuss our experience with remote pa
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Butt, Waqaas A., Amir Shariff, Sadaf Khan, and Asad I. Mian. "Global Surgery Hackathons: A Case Study From Pakistan." Surgical Innovation 28, no. 4 (2021): 496–501. http://dx.doi.org/10.1177/15533506211018619.

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Background. Hackathons aim to solve problems in a selected field by bringing together people from multiple domains and combining their expertise. Global surgery is an emerging field with a huge burden of disease and massive implications for bettering health care. In this study, we describe the first Global Surgery Hackathon held in Pakistan and analyze the impacts of the hack and post-hack incubation. Methods. This research study used data collected from a Hackathon held at the Aga Khan University (AKU) in Karachi, Pakistan, and progress from the post-hack incubation teams. Data were collected
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Jorcelino, Tallyrand Moreira, Daniel Mendes Guedes, Diana Cintia Duarte de Franca, and Sônia Marise Salles Carvalho. "(RE)LEITURA DE COMPORTAMENTOS EMPREENDEDORES EXPERIMENTADOS POR UNIVERSITÁRIOS PARTICIPANTES DE HACKATHON NA PERSPECTIVA DO METAMODELO DE FILION." Revista de Empreendedorismo e Gestão de Micro e Pequenas Empresas 9, no. 1 (2024): 190–213. http://dx.doi.org/10.29327/237867.9.1-1.

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O texto aborda o hackathon como um evento de inovação que tem ganhado popularidade nos últimos anos, seja no contexto educacional, seja no de empreendedorismo. Os hackathons são eventos colaborativos de curta duração, nos quais os participantes de diferentes áreas do conhecimento se reúnem para desenvolver soluções a um desafio específico. O objetivo desta pesquisa é realizar uma (re)leitura de comportamentos empreendedores experimentados por universitários participantes de hackathons, tendo como referência o metamodelo do processo de pensar através de uma visão, proposto por Filion (1993). O
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Trinaistic, Eliana. "Hackathons as Instruments for Settlement Sector Innovation." International Journal of Information, Diversity, & Inclusion (IJIDI) 4, no. 2 (2020): 123–33. http://dx.doi.org/10.33137/ijidi.v4i2.34035.

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In Canada, the non-profit organizations (NPO) and settlement sectors are increasingly re-examining their responsibility for service delivery and service design. With a growing interest in understanding how to include design principles and an “innovation” mindset in addressing the long-term outcomes of social services, new instruments are introduced as a way to experiment with different modes of engagement among the various stakeholders. The aim of community hackathons or civic hacks—a derivative of tech gatherings customized to fit public engagement—is to collaboratively rethink, redesign, and
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DeFranco, Joanna F., Christopher S. Eagle, James Bret Michael, John Viega, and Jeffrey Voas. "Hackathons 101." Computer 54, no. 5 (2021): 65–69. http://dx.doi.org/10.1109/mc.2021.3064435.

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Dionne, Karl-Emanuel, and Paul Carlile. "Des hackathons." Gestion 41, no. 2 (2016): 62. http://dx.doi.org/10.3917/riges.412.0062.

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Lee, C. "Health hackathons." International Journal of Infectious Diseases 53 (December 2016): 7. http://dx.doi.org/10.1016/j.ijid.2016.11.022.

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Szymanska, Izabela, Tom Sesti, Hali Motley, and George Puia. "The Effects of Hackathons on the Entrepreneurial Skillset and Perceived Self-Efficacy as Factors Shaping Entrepreneurial Intentions." Administrative Sciences 10, no. 3 (2020): 73. http://dx.doi.org/10.3390/admsci10030073.

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Purpose: While traditional university programs primarily use regularly scheduled classes as the primary means for developing students, this program evaluation explores the direct effects of intensive entrepreneurial learning activity in the format of a hackathon. This is one of the first papers to explore the learning outcomes of hackathons as an intensive entrepreneurial pedagogy. Design/methodology/approach: The researchers implemented a pre-test/post-test model with students participating in an entrepreneurship hackathon and tested the changes in their confidence levels in the ability to cr
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Butt, Waqaas Akmal, Qurratulain Shahood, Walid Hussain Farooqi, Kulsoom Ghias, Saniya Sabzwari, and Asad Mian. "Healthcare hackathons: fostering medical education through innovation in a developing country: a case study from Pakistan." BMJ Innovations 7, no. 1 (2020): 103–8. http://dx.doi.org/10.1136/bmjinnov-2019-000400.

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BackgroundHackathons aim to develop solutions to preidentified problem domains and catalyse startup cultures. Recently, the teaching and learning potential of hackathons has also been documented. In this study, we make the case for utilisation of hackathons as an alternative teaching and learning tool geared towards entrepreneurship and as an opportunity for interprofessional integration.MethodsThis research study followed up with participants from the third hackathon at the Aga Khan University in Karachi, Pakistan. Hack MedEd was about solutions to problems of undergraduate and postgraduate m
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Verschoore, Jorge Renato. "A COORDENAÇÃO DE ESFORÇOS COLETIVOS PARA ENFRENTAR A PANDEMIA DO NOVO CORONAVÍRUS: UM ESTUDO DE CASO SOBRE O HACKATHON HACK FOR BRAZIL | COVID-19." REAd. Revista Eletrônica de Administração (Porto Alegre) 26, no. 2 (2020): 238–64. http://dx.doi.org/10.1590/1413-2311.283.103388.

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RESUMO Este artigo se alinha aos esforços da comunidade acadêmica para lidar com as consequências da Covid-19. O estudo se debruça sobre a iniciativa Hack for Brazil, hackathon cívico que reuniu mais de mil participantes para investigar como a coordenação de esforços coletivos é realizada em contextos de grande escala e intenso dinamismo. Alicerçado nos fundamentos da microcoordenação de redes, o artigo analisou cinco construtos: papéis, perfis, envolvimento, interação e alinhamento. As evidências foram coletadas por meio de documentos, entrevistas individuais e de um grupo focal com participa
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Weitz, Eric M., Lorena Pantano, Jingzhi Zhu, Bennett Upton, and Ben Busby. "Viewing RNA-seq data on the entire human genome." F1000Research 6 (April 28, 2017): 596. http://dx.doi.org/10.12688/f1000research.9762.1.

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RNA-Seq Viewer is a web application that enables users to visualize genome-wide expression data from NCBI’s Sequence Read Archive (SRA) and Gene Expression Omnibus (GEO) databases. The application prototype was created by a small team during a three-day hackathon facilitated by NCBI at Brandeis University. The backend data pipeline was developed and deployed on a shared AWS EC2 instance. Source code is available at https://github.com/NCBI-Hackathons/rnaseqview.
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Seravalli, Anna, and Luca Simeone. "Performing hackathons as a way of positioning boundary organizations." Journal of Organizational Change Management 29, no. 3 (2016): 326–43. http://dx.doi.org/10.1108/jocm-04-2013-0060.

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Purpose – The purpose of this paper is to compare two boundary organizations situated in Malmö (Sweden) and oriented toward opening production. Particularly, it looks at how the two organizations tried to establish and communicate their boundaries during their official opening events, which were structured according to the format of hackathon. Design/methodology/approach – The authors adopted an ethnographic approach and followed the two events, observing and interacting with organizers and participants. The findings reported here draw upon data collected through direct observation, the author
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DePasse, Jacqueline W., Ryan Carroll, Andrea Ippolito, et al. "LESS NOISE, MORE HACKING: HOW TO DEPLOY PRINCIPLES FROM MIT'S HACKING MEDICINE TO ACCELERATE HEALTH CARE." International Journal of Technology Assessment in Health Care 30, no. 3 (2014): 260–64. http://dx.doi.org/10.1017/s0266462314000324.

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Medical technology offers enormous potential for scalable medicine—to improve the quality and access in health care while simultaneously reducing cost. However, current medical device innovation within companies often only offers incremental advances on existing products, or originates from engineers with limited knowledge of the clinical complexities. We describe how the Hacking Medicine Initiative, based at Massachusetts Institute of Technology has developed an innovative “healthcare hackathon” approach, bringing diverse teams together to rapidly validate clinical needs and develop solutions
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Ribault, Shams, Hugo Bessaguet, Hugo Ardaillon, et al. "To other new educational ways for interdisciplinary cooperation and innovation: about a student-driven hackathon." MedEdPublish 12 (February 15, 2024): 20. http://dx.doi.org/10.12688/mep.18991.2.

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Background Teaching and learning interdisciplinarity are key features in medical education, to prepare students to their future practice. Hackathons are an innovative approach to promote team working and demonstrated an interest in higher education through inquiry-based learning. A multi-skilled team of students and young professionals organized the first hybrid presential-online neurorehabilitation hackathon (adapting to the COVID-19 pandemics), within the joined 2020 WCNR-SOFMER congress. Methods Interdisciplinary teams worked during two days on concrete problematics met by people with a dis
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Razak, Shahaan S., Zsombor Tamas Gal, Ethan Wetzel, et al. "1248 Fostering Global Neurosurgical Innovation and Collaboration Through Virtual Hackathons." Neurosurgery 71, Supplement_1 (2025): 199. https://doi.org/10.1227/neu.0000000000003360_1248.

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INTRODUCTION: Addressing global neurosurgical disparities necessitates innovative educational and collaborative approaches that transcend geographical boundaries. Virtual hackathons provide a platform for medical students from high- and low-income countries to collaborate, fostering diversity in thinking and resource sharing. METHODS: Hackathon programming and events were conducted. Pre- and post-event surveys assessed changes in attitudes toward innovation and collaboration. Further post-event analysis was completed to assess how “personas” of participants experienced the hackathon depending
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