Automotive Manufacturers and Their Stumble from one Supply Crisis to Another: Procurement Departments Could be the Game Changer by Using Data Analytics, but…
In: Hawaii International Conference on System Sciences (HICSS), Forthcoming
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In: Hawaii International Conference on System Sciences (HICSS), Forthcoming
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In: Journal of Management Education (JME), 47 (2), 166-203.
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In: International Conference on Design Science Research in Information Systems and Technology (DESRIST)
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In: In Aier, Stephan; Rohner, Peter & Schelp, Joachim (Hrsg.): Engineering the Transformation of the Enterprise - A Design Science Research Perspective. Cham, Switzerland : Springer, 2021, S. 137-150
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In: Information Systems Management (ISM), 38 (3). 200-217, 2021
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In: International Conference on Wirtschaftsinformatik (WI), University of Duisburg-Essen, Germany, 2021
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In: International Conference on Design Science Research in Information Systems and Technology (DESRIST). - Kristiansand, Norway (2020)
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In: International Conference on Wirtschaftsinformatik (WI). - Potsdam, Germany
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In: Design Science Research in Information Systems and Technology (DESRIST) 2020
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Working paper
In: 27th Bled eConference, Bled, Slovenia. 2014
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In: Journal of management education: the official publication of the Organizational Behavior Teaching Society, Band 47, Heft 2, S. 166-203
ISSN: 1552-6658
Online training to improve problem-solving skills has become increasingly important in management learning. In online environments, learners take a more active role which can lead to stressful situations and decreased motivation. Gamification can be applied to support learner motivation and emotionally boost engagement by using game-like elements in a non-game context. However, using gamification does not necessarily result in supporting positive learning outcomes. Our analysis sheds light on these aspects and evaluates the effects of points and badges on engagement and problem-solving outcomes. We used an experimental approach with a fully randomized pre-test/post-test design of a gamified online management training program with 68 participants. The results demonstrate that points and badges do not directly improve problem-solving skills but are mediated by emotional engagement to positively influence problem-solving skills. Additionally, satisfaction with the gamification learning process positively relates to emotional engagement. Thus, when creating online training programs, it is essential to consider how to engage students and to think about the design of the learning environment. By identifying the limitations of gamification elements, the study's results can provide educators with information about the design implications of online training programs for management learning.
In: Journal of Information Technology, Band 33, Heft 3
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In: European Journal of Information Systems (EJIS), 2023
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In: Benner, D.; Schöbel, S.; Janson, A.; Leimeister, J. M. (2022): Can you help me scale? A Systematic Analysis of Scaling Capabilities of Conversational Agents for Digital Services. International Conference on Wirtschaftsinformatik (WI)
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