4,908 research outputs found

    Three Design Principles for eCommerce Curricular Initiatives

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    University educators, particularly those in schools of business, face a dilemma in adapting their curriculum to e-commerce. Some schools have created new degree programs while others have opted to infuse existing courses with e-Commerce topics. Given the strong demand for e-Commerce education among students and industry, balancing speed with a strong end state plan is necessary for effective curricular change. This essay overviews the main issues in steering these changes

    A Tutorial on Geographic Information Systems: A Ten-year Update

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    This tutorial provides a foundation on geographic information systems (GIS) as they relate to and are part of the IS body of knowledge. The tutorial serves as a ten-year update on an earlier CAIS tutorial (Pick, 2004). During the decade, GIS has expanded with wider and deeper range of applications in government and industry, widespread consumer use, and an emerging importance in business schools and for IS. In this paper, we provide background information on the key ideas and concepts of GIS, spatial analysis, and latest trends and on the status and opportunities for incorporating GIS, spatial analysis, and locational decision making into IS research and in teaching in business and IS curricula

    Information Technology in Africa: An Exploratory Analysis

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    This article investigates the competitive landscape enhanced by the outburst of the information technology [IT] and addresses its impact on businesses in Africa. Also, the article identifies problems encountered in Africa and discusses their systematic characteristic and impact on businesses. In sum, the analysis offers some recommendations for solving each problem

    Innovative learning in action (ILIA) issue one: Internationalising the curriculum

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    Welcome to the first edition of the University of Salford’s ‘Innovative Learning in Action’ (ILIA). The journal will be published bi-annually and is intended to provide recognition for and to celebrate the good practice of staff who - across campus - strive to innovate in pursuit of the quality learning experience. The dissemination of good practice will provide positive encouragement to those considering new approaches to student learning and support and act as a springboard for collaboration, shared experience, mutual support and reflection within and across schools and faculties. The journal aims to be inclusive, therefore the Editorial Board welcomes a varied range of contributions from those who are seasoned and experienced researchers in the field, to those who are embarking upon their first engagement with publishing in the domain; from tried and tested innovations which may be transferable to other disciplines to work in progress and embryonic developments; from academic and related staff to those performing roles in support of student learning. The tone of the journal is quite informal, providing an illustrative rather than exhaustive overview of innovations and authors are encouraged to describe and reflect upon their experiences in their own individual styles. The theme of this first edition is ‘Internationalising the Curriculum’ a concept that is at the very heart of the University’s Learning and Teaching Strategy: ‘…preparing students for careers that will be in the global economy and to enrich the wider student experience by integrating the knowledge and experience of our international students.’ (University of Salford, Strategic Framework 2003-2004) Contributions that explore innovative programmes and collaborations underway at the University provide a range of perspectives on curriculum development and design, signifying ways in which other colleagues might pursue an international agenda in their teaching and learning practice

    New Hampshire University Research and Industry Plan: A Roadmap for Collaboration and Innovation

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    This University Research and Industry plan for New Hampshire is focused on accelerating innovation-led development in the state by partnering academia’s strengths with the state’s substantial base of existing and emerging advanced industries. These advanced industries are defined by their deep investment and connections to research and development and the high-quality jobs they generate across production, new product development and administrative positions involving skills in science, technology, engineering and math (STEM)

    Preparing MIS Students for a Global Economy

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    Most Management Information Systems (MIS) careers in the future are likely to involve systems that operate internationally. Systems will be globally integrated, and many of today\u27s students will have opportunities to participate in projects in other countries. Even those who remain in one country throughout their careers, however, will need to be aware of the differences in language and culture between areas of the world. The MIS curriculum is already overcrowded, so it is difficult for developers to include sufficient international content. This paper describes some techniques for embedding international content within existing courses in contrast to treating international information systems as a separate topic

    Gamification: potentials and challenges in teaching and learning in science

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    Educational technology plays an important part in the growth of education in the 21st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in technology, especially with the arrival of android devices, interaction with games has been on the rise; making it a daily routine and addictive part of people?s lives. By using the game design elements in non-game contexts, gamification is created. These elements are points, badges and leader board. In the corporate world, gamification has been used as a motivational pull in achieving goals. These qualities relate to the instigators of motivation; purpose, autonomy and mastery. So we can deduce that the capabilities of game in causing a change in human lives go beyond its intended purpose of fun. As students are familiar with the usage of technology, infusing gamification to improve teaching and learning in schools may reap favourable results. Yet there has been lacking research in the effectiveness of gamification in learning and teaching. This creates an opening for a research to be carried out in this field. The aim of this paper is to explore the potentials as well as challenges of using gamification to enhance the teaching and learning in Malaysia schools

    Job ready or future-ready? The role of IS research in PG IS curriculum

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    Research on IS curriculum focus on how IS curriculum objectives are consistent with what ICT/IS employers’ demand. Emerging IS trends are the motivation for research on updating IS curriculum. Of particular concern is that most scholarship on IS curriculum is focused on undergraduate studies, with little literature on post-graduate curriculum. There is a gap in the current literature that trending research issues, as articulated in IS journals, have not been explicitly linked to the development of IS curriculum. Consequently, how the AIS/ACM curriculum models reflect current IS research issues has not been explicitly investigated. We would argue that the link between research and curriculum is particularly relevant to post-graduate studies. We conducted a review of recently published papers in the IS basket of eight journals and listed key subject terms that emerged from our review and compare the subject terms with the IS competency realm proposed in IS2020
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