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  • A social innovation ecosystem is a set of actors from different societal sectors and their environments with legal and cultural norms, supportive infrastructures and many other elements, which enable or inhibit the development of social innovations. In this context, several issues regarding information reuse and integration can be found. In this paper, we present an observational study where a real case of an emerging social innovation ecosystem was modeled and analyzed in order to identify the challenges faced by the actors. Results show the importance of adopting digital ecosystem concepts for an approach in which social innovation actors interact and collaborate through the support provided by a common technological platform, composing what we called as Social Innovation Digital Ecosystem (SIDE). Such approach aims to support social innovation actors towards fostering collaboration, co-creation, knowledge, and information sharing and reuse, enabling the development, dissemination and generation of more effective social innovations.

  • Interrelations between creativity, innovativeness and entrepreneurial skills of individuals have long been discussed in the literature. Due to the challenges regarding their measurement, most studies focused on the intentions rather than the outcomes. The idea generation that requires creativity is the first stage of social innovation. The young population's creative potentials in participating social innovation practices deserve a special attention as they play a critical role in the innovativeness and entrepreneurship of societies. This study aims to explore the factors that determine the creative intentions of university students that are important in generating social innovation projects. A structured survey based on the literature was conducted among 600 management and engineering students from 3 universities from the different percentiles of the Entrepreneurial and Innovative University Index for 2012 of the Turkish Ministry of Science, Industry and Technology. The survey included questions on the demographic characteristics, environmental factors, motivators, university/institutional context, perceptions and creative thinking attitudes. By conducting reliability and factor analysis, accuracy and validity of data is tested and the impact factors were identified. Findings reveal that visionary attitude, curiosity, exploration and learning, attitude for own creativity, self-esteem, perception about the learnability of creativity, university and social environment are components of creative thinking intentions of students and some of these factors vary by year of study and university.

  • The dependence on digital technologies has seen a significant increase during COVID-19 pandemic, to ensure that social connectivity and work goes on, in spite of lockdowns and the physical controls on movement. Though digital learning is expected to create abundant life-long learning opportunities for learners worldwide in this challenging time, there is a danger to further impose inequalities and inadequate access to quality education and life-long learning for the unconnected or poorly connected population. This paper shares our experience of reengineering a MOOC platform as `Community led MOOCs' to serve the learning needs of most under represented single mother communities in Bario - a remote settlement of Kelabits in the Borneo Island of Malaysia. This paper then explores TRIZ based heuristic models to address the socio-technological barriers to lifelong learning and proposes TRIZ principles that can trigger social innovation and creativity in designing lifelong learning solutions for rural communities.

  • Social Innovation is one of the key indicators within the sustainable development goals (SDGs). Currently, service Design and its design thinking processes play a significant role in Innovation for businesses; it proved its social innovation impact in many projects building sustainable solutions. This study aims to highlight the value of implementing service design through the design thinking process in finding a sustainable solution for different social issues. Researchers achieved the aim of this study using qualitative methodology, implementing case study analysis as a method, were 28 design students have been asked to redesign missing social experiences during pandemics. These case studies explain how sustainable solutions can be generated via service design through the design thinking processes. The findings of this research highlight the value of implementing service design with its design thinking process to generate sustainable solutions for different social issues, concluding that this process can be taught and applied by designers to change their mindsets from `final outcome' to the concept of `final demand', aligning then with sustainability for social Innovation.

  • From the perspective of sustainability, this paper analyzes how stakeholders realize sustainable social innovation through co-creation. Through literature and case analysis, based on the group classification of social networks, this paper proposes three elements of social innovation: place creation, situation creation and relationship structure, and further sorts out the co-creation of meaning co-creation, behavior co-creation and value co-creation. The research shows that co-creation is a practical activity based on cultural identity, group interaction and resource integration, and stakeholders can achieve the goal of sustainable social innovation through meaning co-creation, behavior co-creation and value co-creation.

  • There are currently several social innovation initiatives being developed in isolation, where each one has its own path. In this context, actors want to collaborate and be coordinated in a network in order to increase the development and dissemination of social innovations. The use of collaboration mechanisms gives rise to the expectation that actors playing in groups tend to achieve quantitative and qualitative performance higher than individual performances. While the potential benefits of collaboration are recognized, effectively achieving collaboration is still a challenge for social innovation. In this context, the objective of this study is to identify how the concepts of collaboration are recognized in social innovation environments. In addition, we investigated which mechanisms are used and what are the difficulties faced by actors in this context. To do so, a survey research on the aspects of collaboration in social innovation environments was conducted. Results shown that engagement is the most cited challenge related to human factors; from 30 techniques mentioned, Design Thinking is the most applied; and from 41 tools, Google Drive is the most cited. Results from qualitative analysis shown that collaboration is considered essential to social innovation environments, although there are several challenges reported.

  • The process of social innovation involves 3 major stages: codiseño, coejecucion and monitoring. In this communication, the progress and results of the co-design process of the Project entitled Development of a Participatory Integral System to Improve and Restore Soils and the Productivity of Communities of the District of ÑURUM, which is executed in the Ngobe Buglé Comarca of Veraguas province. The methodology of Participatory Rural Innovation (IRP) with a polytextural approach was applied for the first time in Panama, to address a problem identified by the community itself. The results included: current situation of each context in the studied community, detection of SIR (redundant attempted situations), contextual interaction, disruptive tests and detection of possible overcoming. We also managed to address aspects of governance, requirements and potential of the community and finally innovative solutions were generated that constitute possible subprojects that make up the comprehensive roadmap of social innovation for soil improvement in Cerro Pelado. The experience allowed us to validate that there is a dynamic of social behavior very characteristic of each culture that largely determines the way in which people affected by a problem approach the possible solutions. In this context, CyT groups need to establish effective links with the affected communities to identify, design and implement solutions in a collective and sustainable way.

  • Social responsibility is at the core of modern Information Systems (IS) education due to increased attention by society on the ethics, human factors, and social consequences of emerging technologies. With the acknowledgement that most IS education falls short along these areas, this paper sheds light on the application of Social Learning and Social Innovation-based Learning in socially responsible IS Education. The connectivism principles were used to develop a learning model based on social innovation that was then tested by the example of an upper-division course (Systems Analysis) at a state university. The case study results suggested that the proposed learning model can help students to not only see information systems as social systems but also consider themselves as catalysts for positive change enabled by these systems. The findings also confirmed the positive impact of the proposed intervention on students' social skills. This study contributes to the future of IS education by proposing social innovation-based learning as a practical education paradigm for the digital economy.

  • Over the past few decades, Corporate Social Responsibility (CSR) has been perceived as an antecedent of competitive advantage. It was, moreover, placed at the top of the business agenda and recognized as a key driver of performance. Under this context, the present study sets to investigate how strategic CSR (SCSR) affects organizational performance and whether firms operating in “controversial” sectors should adopt SCSR activities. To this aim, this study reviews the body of knowledge on the topic, through a systematic review of the literature. After searching for academic publications in the Scopus database and selecting publications based on their relevance, 32 studies have been included in the review. Their analysis sheds light on common findings and contradicting arguments. Results show the main attributes of strategic, as opposed to non-strategic CSR activities. The importance of effective communication of SCSR activities is highlighted. SCSR is linked to “shared value”, as well as to competitive advantage, social innovation and good reputation. Voices of criticism focus on using SCSR as an empty promise that is used to counteract unethical behavior. Finally, more research is needed on the implementation of SCSR activities during recessionary periods.

  • In social sciences, similarly to other fields, there is exponential growth of literature and textual data that people are no more able to cope with in a systematic manner. In many areas there is a need to catalogue knowledge and phenomena in a certain area. However, social science concepts and phenomena are complex and in many cases there is a dispute in the field between conflicting definitions. In this paper we present a method that catalogues a complex and disputed concept of social innovation by applying text mining and machine learning techniques. Recognition of social innovations is performed by decomposing a definitions into several more specific criteria (social objectives, social actor interactions, outputs and innovativeness). For each of these criteria, a machine learning-based classifier is created that checks whether certain text satisfies given criteria. The criteria can be successfully classified with an F1-score of 0.83–0.86. The presented method is flexible, since it allows combining criteria in a later stage in order to build and analyse the definition of choice.

  • Two things often observed in children: (1) many do not eat a healthy diet and (2) they like playing video-games. Game-based learning has proven to be an effective method for attitude change, and thus has the potential to influence children's eating habits. This study looks at how, through a series of workshop activities, children themselves can inform the design of such games. Using a co-constructive approach, the study's format promotes creativity and control, enabling children to act as valuable informants for its design. Patterns emerging from the study show that children do indeed understand the concept of healthy eating. Future phases of this work will explore whether they understand how various foods affect their bodies. This information will then inform the design of a video-game that encourages healthy eating.

  • Recent studies regarding Social Innovation (SI) represent a small percentage of the academic research, and as a consequence the methodologies, focuses, and practices about this topic have not been consolidated. The social innovations generate intangible benefits, mainly qualitative, which makes it difficult to evaluate, even though few authors have indicated the distinguishable characteristics of SI there is not consensus about how to measure it. This document presents the results of a research project with the main objective of identifying the criteria distinguishing SI, and to propose a tool to facilitate its measurement, tracing, and potential assessment. A systematic criteria revision was performed along with a comparative study of eight SI projects from Latin America, prioritizing such criteria. With this information a proposal was developed, including the criteria, associated questions and ponderations. In order to validate the utility of this tool, the evaluation of the project "Implementation of a Solar-Eolic hybrid system in a school in remoted and insolated areas" was performed. The evaluation process allowed to inquire and discover the weaknesses and to explore the limiting causes for every criterion, giving place for recommendations directed to the developers and beneficiaries of the project. Throughout this tool it can be determined whether a project can be considered a successful SI or not; in case of not being successful, the method exerts a simple view of the characteristics that need improvement.

  • This work compares in a comparative way some advances in the promotion and management of Social Innovation adopted by four Latin American countries, including Panama, in order to generate more knowledge to promote the strengthening and design of new public policies in this ambit. Panama is in the incipient stage of Social Innovation management, compared to the other three countries analyzed: Colombia, Costa Rica and Chile. Among the structural elements addressed are: regulations, the degree of institutionality, mechanisms and incentives to promote social innovation projects and good institutionalized practices. Since 2014, Panama shows its interest and advances in the subject, in the academic and university academic sectors, which can take advantage of social innovation to obtain a greater impact in the country and promote a more inclusive social development. Colombia began efforts to promote Social Innovation in 2007, Chile and Costa Rica in 2014, as well as Panama. These three countries have a higher level of progress in the elements analyzed in their Social Innovation ecosystems than Panama, however, they do not have enough mechanisms to clearly identify the failures that prevent the strengthening of the culture of social innovation and, therefore, the establishment of much more effective public policies.

  • The establishment of empathy is the premise and foundation for diverse innovative proposals and problem solutions. Virtual reality has provided a full range of depth and breadth for the establishment of empathy in many different types of fields due to its immersive, interactive, and imaginative characteristics. In this study, bibliometric analysis and VOSviewer software are used to cluster and visualize relevant 190 articles from the Web of Science core collection. The essay proposes a positioning of how to apply virtual reality on empathy based on two dimensions, from internal world to external world, and from business innovation to social innovation, by integrating each two of them, four application methods are summarized, which are meaning shaping, value creation, individual satisfaction, and self-realization. What's more, using the bibliometric analysis result as a basis, the application landscape of virtual reality technology for establishing empathy has been constructed, including individual level, society level, and nature level, which reveals the existing and coming possibilities of using VR technology on building empathy in different fields. Last but not least, the paper has discussed the impact of virtual reality for empathy-building from five aspects, economy, politics, culture, society, and ecology. The efforts of this study reveal the VR tendency and have important reference significance for promoting the application of virtual reality technology in creating empathy and innovation in different fields.

  • Ethical, social and environmental accounting is the practice of assessing organisations' performances in sustainability and business ethics topics. The organisations typically publish the results in a sustainability or non-financial report. We aim at offering a novel perspective from which researchers investigate, practitioners apply and policy-makers regulate ethical, social and environmental accounting (ESEA). The large quantity of ESEA methods and tools causes managerial problems, affecting the identity of social enterprises and complicating policy making. We will develop a domain-specific modelling language to specify existing ESEA methods and capture the advantages of model-driven engineering. We will create a repository where method models can be stored. These models contain the data structure and configuration of the methods. We will also develop openESEA, a run-time model interpreter that automatically executes ESEA method models. We will offer features to allow organisations to tailor the methods to their needs, to support model management operations, and to compare existing methods to inform policy makers about their similarities and differences. This project combines expertise in information science and social entrepreneurship with the intention to pave the way to future research avenues in ESEA and, eventually, to profound changes towards a fair and sustainable economy.

  • The Syrian refugee crisis has been termed “the greatest humanitarian crisis of the last century” and countries around the world have stepped up to provide safe haven to millions of Syrians fleeing violence. Canada's unique private sponsorship policy coupled with government sponsorship of refugees saw more than 40,000 welcomed to Canada in a matter of months prompting the need for new processes and solutions. Grassroots organizations emerged, with new partnerships, processes and approaches enabled with new applications of simple technologies and revealed opportunities to leverage and amplify government resources. While fragmented and sometimes primitive these efforts signaled new opportunities to create an innovative “sharing economy” approach. This paper will review the relations between these new initiatives, actors and networks and the opportunities to drive systems change through a social innovation lens.

  • Participatory social innovation projects often involve the coming together of design researchers, community development groups, and community members to develop (often technological) solutions to social problems or challenges. “Intermediaries” are specific individuals and organisations who contribute to these projects by translating intentions, values and experiences between design researchers and communities. Previous research has not yet critically examined the role of intermediaries in such projects. This paper does so in a project carried out in rural areas of Europe, which sought to test and develop a technology to support the creation of FM community radio stations in isolated areas. We present the project as a biography of infrastructures to provide an account of intermediaries’ interactions during the project's unfolding. We find that how intermediaries shape the social base and ends of the project, and the interpretation of the technology involved, is influenced by their position, goals, and relationships in the process.

  • The socioeconomic challenges caused by aging populations have encouraged many countries to reevaluate the place of the elderly in society as well as to adopt measures in encouraging them to be participative. In recent decades, crowdsourcing has been identified as a rapid growth of innovative Internet-based information and communication technologies in giving the opportunities to educational organizations to reach their goals. With their accumulated skills and knowledge, academic retirees can be resourceful to society. However, their knowledge and experiences seem to be undervalued and underutilized. Retired academics have better opportunity to extend their contribution in the society as their valuable knowledge is more appreciated than people from other background. Retired academics tend to be able to fulfill their desire for professional continuity following retirement more markedly than people from other backgrounds. This paper analyzes the use of crowdsourcing in educational activities, especially for the academic retirees. Therefore, the objectives of this paper are to take an exploratory look on how educational organizations use crowdsourcing as part of their activities at the present time, and to suggest how the practice of crowdsourcing may expand to other educational activities in future.

  • Commonly, social innovation is defined as new ideas proposals to the needs of humans. However, there is a lack of a well-definition comprehensive leading the fragmentation of field research. On the other hand, the contribution of universities for social innovation development is still less investigated. In this sense, this study intends to explore interrelations between universities and social innovation in relation to different lines of investigation employed. For this, a content analysis was applied to results obtained by Cunha et al. [1]. Five categories of analysis were defined. Findings revealed that there are a number of studies that applied qualitative research to investigate practical examples of social innovation inside of universities and few empirical studies. A link among keywords social innovation, higher education, and social entrepreneurship was found. Furthermore, the analysis showed that there is not a leader country but a distribution across several countries, where Spain and United Kingdom stand out. Thus, this result suggests that it would be helpful to develop an instrument to measure academics’ engagement with social innovation research and practice. In addition, this research contributes to current knowledge regarding the role of universities in social innovation model, providing new theoretical and practical insights of investigation.

  • Multiplex social network relationships are quite strong in most occurrences, especially within a strong peer network (a cluster of near engaging friends). Moreover, hate speech is found on most online social media platforms. Hence, this study aims to identify hate speech discussions among peer networks. This paper discusses a novel model to recommend a peer under the context of multiplex social networks to minimize the hate speech engagements; Facebook, Twitter, and YouTube social media networks (SMN) were used in this experiment. Collaborative filtering defines an interest-based recommendation model. Under the context of user engagements, some topics become of more user interest. Hence, some social media posts drastically spread over multiplex layers rapidly, initiating a high social impact on a specific topic. The research gap is identifying the peer network that reduces hate speech in multiplex social networks. Hence, this study provides a social innovation platform for peer recommendations to avoid social splits. First, this research contributes by proposing a novel methodology for identifying user engagements on online social networks by mining interactive social network graphs. Secondly, it provides an algorithm for recommending a multi-dimensional recommendation model by using collaborative filtering. Upon the proposed algorithm, a system that recommends engagements in any given online social network to minimize hate speech was implemented. Accordingly, the novel algorithm evaluates by using recommendation precision. The results show that the novel algorithm is highly applicable for peer recommendation in multiplex social networks to avoid hate speech discussions.

Dernière mise à jour depuis la base de données : 26/10/2025 05:00 (EDT)

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