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| New Books |
Ebook: BD458 Millennial Spring : Designing the Future of Organi By Miriam Grace and George B. Graen | Ebook: BD459 Agile Innovation : The Revolutionary Approach to A By Langdon Morris, Moses Ma, and Po-Chi Wu | Ebook: BD460 Presumptive Design : Design Provocations for Innov By Leo Frishberg and Charles Lambdin |
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| Articles |
| Boosting Design Thinking adoption in organisations through a game‐based toolkit: A gamified approach in building facilitators to overcome Design Thinking adoption barriers. By Carella, Gianluca;Melazzini, Michele;Cautela, Cabirio;Zurlo, Francesco Creativity & Innovation Management. Mar2025, Vol. 34 Issue 1, p61-74. 14p. Abstract :Design Thinking is increasingly used within organisations to achieve innovative results that give companies a competitive advantage. However, this is not an easily achievable result: companies face multiple obstacles that slow adoption and often force companies not to pursue adoption. The scientific community has not identified clear contributions that can help overcome the barriers discussed in the literature for years, giving the possibility to companies to boost Design Thinking adoption. By studying 10 private organisations that have adopted Design Thinking effectively, overcoming the main adoption obstacles, this study tries to identify which facilitators can be adopted to enable an effective adoption. This puts companies in a position to benefit from Design Thinking and achieve innovative performance. In any case, these represent complex notions to be even understood. As an additional result, the study recognises how game‐based formats enhance and facilitate the adoption mentioned above of Design Thinking within private organisations. The literature has already identified that game‐based formats facilitate the understanding and digestion of new concepts and procedures. This study expands the range of applications of gamified approaches in unconventional contexts and scope, verifying the benefits also in relation to Design Thinking. A new game‐based format has been designed for this research, which was also tested. The study demonstrates how the integration in the organisational culture of approaches such as Design Thinking through a gamified format represents one of the critical ways companies can embrace to face the internal tension of transformation, speeding up the adoption process to give companies the possibility to adopt innovation processes faster. | |||
| The Intersection of Socioscientific Issues, Computation Thinking, and Design Thinking: Toward a Framework of Inquiry Driven Disruptive Pedagogy By Annetta, Leonard A; Newton, Mark; Schumann, Karl F. International Journal of Education in Mathematics Science and Technology Vol. 13, Iss. 3, (2025): 791-811. DOI:10.46328/ijemst.4875 Abstract :The Next Generation Science Standards call for engineering design solutions using computer technologies, but many K-12 classrooms either do not have accessible technologies or the teacher pedagogical knowledge on how to effectively implement engineering design into the curriculum. Without access to computer or mobile technologies, teachers are faced with a challenge integrating design thinking and computational thinking into inquiry-based teaching practices. Embedding design thinking and computational thinking within a socioscientific framework is a possible solution. Socioscientific issues, design thinking, and computational thinking are thoroughly researched and published constructs. There has been some research suggesting a connection between design thinking and computational thinking, however pilot data suggest a potential intersection of the three concepts which became the crux for our research. This study sought to construct a pedagogical framework amalgamating socioscienfific issues, design thinking, and computational thinking for science teacher practice in classrooms without the use of technology. Practicing science teachers enrolled in a master’s level class served as the study’s participants and they were charged with designing a mixed reality Serious Educational Game embedding socioscientific issues in a climate change context. Incorporating a case study design with triangulated data sources that were collected through reflective journals, design documents, and observations, an iterative process was used to analyze data to build trustworthiness. | |||
| Inventor Commingling and Innovation in Technology Start-up Acquisitions. By Chen, Qingqing;Hsu, David H.;Zvilichovsky, David Organization Science (INFORMS). Jan/Feb2026, Vol. 37 Issue 1, p302-322. 21p. Abstract :We explore a form of postacquisition integration by which inventors from the target and acquiring organizations share and integrate technological and organizational knowledge, performing joint research and development. We refer to this phenomenon as inventor commingling. Grounded in the knowledge-based view, we posit that commingling enhances the target firm`s innovation performance by enabling the transfer of the acquirer`s organizational knowledge, preserving the target`s existing knowledge base. We explore how commingling differs from structural integration and how the two forms of integration can be combined for postacquisition management. We posit that commingling diminishes the negative effects of structural integration, whereas structural integration may enhance the efficacy of commingling. Because organizational knowledge is firm-specific and cumulative, commingling efficacy should increase with acquirer commingling inventors` tenure. To test these predictions, we assemble a large sample of acquisitions to study the effect of these forms of postacquisition integration on acquired entity innovation outcomes. | |||
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