Presented at Conference: IPMA World Conference 2014, At Rotterdam, The Netherlands, Volume: 28 A taxonomy is used for classifying things in general. For the purpose of this paper it is a systematic classification of competences into hierarchical groups where each sublevel constitutes a breakdown of the higher level. Although a vast amount of research has been done in project management competences, there is no standard set of project management competences used (Nijhuis, 2012). Important reasons for constructing a taxonomy for project management competences are found in comparing previous research and in identifying key fields for project management education in higher education. First a definition of competence is given, secondly the rationale of this research is given by discussing recent research. Several different published taxonomies of competences are reviewed. Finally a proposed taxonomy for project management competences is presented.
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Powerpoint presented at the IPMA (International Project Management Association) World Conference 2014, Rotterdam, The Netherlands; 09/2014.
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Most of the scientific literature on computer games aimed at offering or aiding in psychotherapy provides little information on the relationship between the game's design and the player's cognitive processes. This article investigates the use of Bloom's taxonomy in describing a psychotherapeutic game in terms of knowledge level and cognitive processing. It introduces the Revised Bloom Taxonomy and applies this to five psychotherapeutic games (Personal Investigator, Treasure Hunt, Ricky and the Spider, Moodbot, and SuperBetter) in a two-round procedure. In the first round consensus was reached on the Player Actions with Learning Objectives (PALOs) in each game. The second round sought to determine what level of knowledge and cognitive processing can be attributed to the PALOs by placing them in the taxonomy. Our low intercoder reliability in the second round indicates that Bloom's Revised Taxonomy is not suitable to compare and contrast content between games.
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From the article: "The vast amount of previous research on project management competence does not provide a basis for educational needs. Analyzing previous research poses two challenges: the lack of a uniform list of competences, necessitating a taxonomy, and the use of importance as a criterion, favoring general important competences. Criticality is introduced as the competence a project manager adds to the team. Validation research using criticality and the taxonomy among experienced Dutch project managers is more comprehensive and provides a less focus on general important competences than previous research. Criticality focuses more on the essence of the profession."
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Many institutes for initial teacher education struggle to organise effective performance feedback within the context of student teaching practicum. As the cooperating teachers who provide this feedback bring their individualised ontologies, feedback practices have been characterised by inconsistencies in the amount and quality of performance feedback. In this small-scale study carried out in the Netherlands, we explored affordances of eCoaching using a standardised feedback taxonomy. With the help of Bluetooth technology and the Synchronous Online Feedback Taxonomy, four teacher educators provided eCoaching to eight preservice teachers over the course of three lessons. We interviewed teacher educators and preservice teachers about their experiences with eCoaching using the feedback taxonomy during secondary school practicum. Overall, both groups of participants were positive about eCoaching using the taxonomy. Teacher educators observed preservice teachers self-regulating when implementing prior feedback in their lessons. Preservice teachers indicated increased confidence following the lessons with eCoaching.
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Most of scientific literature on computer games aimed at offering or aiding in psychotherapy has little information on how the game exactly relates to the relatively recent development of the ‘third wave’ of behavioural psychotherapy, which includes metacognition. This paper first introduces metacognition and subsequently studies five cases of psychotherapeutic games (Personal Investigator, Treasure Hunt, Ricky and the Spider, Moodbot and SuperBetter) by looking at them through the lens of Blooms’ Revised Taxonomy of Knowledge. The paper offers design recommendations for future (metacognitive) psychotherapeutic games.
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Communication problems are acknowledged as hazardous eventualities affecting operations negatively. However, a few systematic attempts have been made to understand the pattern of communication issues and their contribution to safety events. In this paper, we present the AVAC-COM communication model and taxonomy based on the cybernetics approach and a literature review. The model elements and taxonomy variables regard the actors, signals, coders, interference, direction and timing, predictability, decoders, and channels. To test the applicability and potential value of the AVAC-COM framework, we analysed 103 safety investigation reports from aviation published between 1997 and 2016 by the respective authorities of Canada, the United States, Australia, the United Kingdom and the Netherlands. The overall results of the 256 cases of communication flaws detected in the reports suggested that these regarded more frequently Human-Media and Human-Human interactions, verbal and local communications as well as unfamiliarity of the receivers with the messages transmitted. Further statistical tests revealed associations of the region, time period, event severity and operations type with various variables of the AVAC-COM taxonomy. Although the findings are only indicative, they showed the potential of the AVAC-COM model and taxonomy to be used to identify strong and weak communication elements and relationships in documented data such as investigation and hazard reports.
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Most of scientific literature on computer games aimed at offering or aiding in psychotherapy has little information on how the game exactly relates to the relatively recent development of the ‘third wave’ of behavioural psychotherapy, which includes metacognition. This paper first introduces metacognition and subsequently studies five cases of psychotherapeutic games (Personal Investigator, Treasure Hunt, Ricky and the Spider, Moodbot and SuperBetter) by looking at them through the lens of Blooms’ Revised Taxonomy of Knowledge. The paper offers design recommendations for future (metacognitive) psychotherapeutic games.
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The Dutch government and leading academics in the field of circular economy propose that “repurposing”, i.e., finding new usages for discarded material, is important to reduce resource usage. Waste collectors, municipalities and start-ups increasingly find ways to develop circular business models, aiming for minimum loss of material integrity. Repurpose is a circular business model strategy which entails using a discarded product or its parts in a new product with a different function.The aim of this research is to gain a better understanding of this promising but academically underexposed circular strategy by empirically exploring its key characteristics and developing a taxonomy that reflects the scope and potential of the concept. The taxonomy development was based on clustering and comparing 96 case examples using key characteristics and critical factors empirically collected by means of 11 semi-structured expert interviews. The taxonomy was iteratively refined and validated by means of workshops with experts.This paper proposes a taxonomy and a comprehensive definition for repurposing. The Repurpose taxonomy distinguishes three main categories with increasing levels of material integrity: “Reprocess”, “Reshape” and “Recontextualize”. The taxonomy provides a refinement of existing circular business model patterns and frameworks for closing material loops strategies. It shows how repurposing may exploit the creative potential of design to fill the gap between reuse and recycling by retaining previously added value with three levels of physical adjustment.
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