Charging an electric vehicle needs to be as simple as possible for the user. He needs to park his car, plug his vehicle and identify to start charging. There is no need to understand the technology and protocols needed to reach this simple task.For the students and researchers of the Amsterdam University of Applied Science (AUAS / HvA), there is a need to understand as deep as possible all the techniques involved in this technology.The purpose of this document is to give to the reader the information he needs to understand how an electric car can be charged and how he can use these knowledges to analyses and interpret data.
In the knowledge economy knowledge productivity is the main source of competitive advantage and thus the biggest management challenge. Based on a review of the concept from two distinct perspectives, knowledge productivity is defined as the process of knowledge-creation that leads to incremental and radical innovation. The two main elements in this definition are „the process of knowledge creation‟ and „incremental and radical innovation‟. The main aim of this chapter is to contribute to a better understanding of the concept of knowledge productivity in order to support management in designing policies for knowledge productivity enhancement. After elaborating on the concept of knowledge productivity, the two main elements are combined in a conceptual framework – the knowledge productivity flywheel. This framework appeared to be an effective model for supporting initiatives that aim for enhancing knowledge productivity.
When it comes to hard to solve problems, the significance of situational knowledge construction and network coordination must not be underrated. Professional deliberation is directed toward understanding, acting and analysis. We need smart and flexible ways to direct systems information from practice to network reflection, and to guide results from network consultation to practice. This article presents a case study proposal, as follow-up to a recent dissertation about online simulation gaming for youth care network exchange (Van Haaster, 2014).