...
首页> 外文期刊>The Journal of Documentation >Knowledge creation and play: A phenomenological study within a multi-professional and multi-organizational community
【24h】

Knowledge creation and play: A phenomenological study within a multi-professional and multi-organizational community

机译:知识创造和游戏:多专业和多组织社区中的现象学研究

获取原文
获取原文并翻译 | 示例
           

摘要

Purpose: The purpose of this paper is to present a framework for empirically studying knowledge creation (KC) with phenomenological approach and propose that understanding interaction as play conceptualized by Hans-Georg Gadamer allows examining KC starting from the idea of a human being interacting in the events of co-creation. The presented framework is used to examine KC in a community of librarians and teachers collaborating to promote children’s joy of reading. Design/methodology/approach: An ethnographic approach is applied to investigate knowledge-creating interaction in a working community. The triangulated data consist of ethnographic observations and video recordings of the community’s gatherings, its members’ interviews and produced documents. Findings: The phenomenological conceptions of temporality of a human being and play are suitable for understanding being in the knowledge-creating interaction, as they give means to understand the meaningfulness of the past experiences, but promote an open attitude toward the future possibilities in a way which promotes KC. Studying interactive events allows understanding how KC can be examined as a collective accomplishment. The playful mode of being in the event was seen as a way to use the limited time available for interaction effectively. Research limitations/implications: The empirical study was conducted in one community, and further research is needed to test the developed approach in other contexts. Practical implications: The results may be utilized to develop organizational circumstances, which promote KC by acknowledging the meaningfulness of interaction. Originality/value: The study presents a novel way to conceptualize and examine KC as an experience and an event with phenomenological approach.
机译:目的:本文的目的是提供一个以现象学方法对知识创造(KC)进行实证研究的框架,并提出理解汉斯-乔治·加达默尔(Hans-Georg Gadamer)所概念化的游戏性的互动可以从人类在游戏中互动的思想出发来检验KC。共创事件。提出的框架用于在图书馆员和教师社区中检验KC,他们共同促进了孩子们的阅读乐趣。设计/方法/方法:人种学方法用于调查工作社区中创造知识的互动。三角剖分的数据包括该社区的人种学观察和视频记录,其成员的访谈和制作的文档。研究发现:人类和游戏的时间性的现象学概念适合理解存在于知识创造的互动中,因为它们提供了理解过去经验的意义的手段,但以某种方式促进了对未来可能性的开放态度促进了KC。通过研究互动事件,可以了解如何将KC作为集体成就来进行检查。活动中的嬉戏模式被视为有效利用有限时间进行互动的一种方式。研究的局限性/意义:实证研究是在一个社区中进行的,还需要进一步的研究以在其他情况下测试已开发的方法。实际意义:可以利用结果来发展组织环境,通过承认互动的意义来促进KC。原创性/价值:该研究提出了一种新颖的方法,以现象学的方法将KC概念化和检验为一种经验和事件。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号