337 research outputs found

    Lessons Learned from an Inside-Out Flip in Entrepreneurship Education

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    This paper summarizes the benefits and challenges of flipping an entrepreneurship course in two ways. The conventional flip changes how lecturers and students relate to the course content by primarily affecting when and where they learn, but not necessarily how. Flipping the classroom inside-out grounds the lessons learned in the ā€˜real worldā€™ by bringing in guests to help run workshops in the classroom, and by getting students to validate their business ideas outside the classroom. This inside-out flip involves additional logistical challenges. However, it appears to be a better fit with the overarching set of attributes that graduates are expected to attain, and the assessment thereof

    StartRails and StartNets: Mapping experiential pathways toward entrepreneurship at two large universities

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    How to create visual directories of experiential entrepreneurship education opportunities at large universities and create a sense of belonging in an entrepreneurial community

    An Empirical Study of Consumer Satisfaction with Online Health Information Retrieval

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    This research examines the area of Online Consumer Health Information Retrieval (HIR) as: ā€œa field of study that pertains to consumersā€™ use of the Internet to locate and evaluate health related information, for the purposes of self education and collection of facts to enable informed decision making.ā€ A research model exploring the antecedents of consumer satisfaction with online HIR is developed by using the constructs quality, trust beliefs and satisfaction. This model for consumer satisfaction with online HIR is quantitatively validated using structural equation modeling techniques. The findings of this research provide evidence that content quality, technical adequacy and trust beliefs explain a large proportion of the variance in satisfaction with online HIR for consumers

    Psychophysiological Measures of Cognitive Absorption and Cognitive Load in E-Learning Applications

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    By understanding the psychophysiological factors behind successful e-learning, we aim to identify new techniques that improve participant retention and engagement. Past work has explored the relationship between Electroencephalography (EEG) and learning constructs, such as Cognitive Load and Cognitive Absorption. We believe that the unique application of an e-learning environment warrants an extension of existing theories. Our goal is to develop and validate a model explaining the role of Cognitive Load on Knowledge Gained. This research provides the foundation to then apply this model to create a neuroadaptive learning system. We describe an experiment that uses noninvasive tools to validate this model and explore the viability of off-the-shelf EEG for data collection in e-learning experiments. Potential theoretical contributions are discussed and results from a technical pilot are provided

    Game-Based Experiential Learning in Online Management Information Systems Classes Using Intelā€™s IT Manager 3

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    For several years, we used Intelā€™s flash-based game ā€œIT Manager 3: Unseen Forcesā€ as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical staff as the game progresses. We found that this experience was useful for students to reflect upon and apply several IT management theories learned in their online Management Information Systems class. Specific reflective questions fostered thinking about the role of the CIO, principles of project management, budgeting IT initiatives, as well as the impact of IT projects on the balanced scorecard. In this paper we first outline experiential learning methods and describe the online course and the moduleā€™s objectives where we used the game based simulation of the Information Technology manager role. We examine elements of what makes a good game and relate these with key features of the IT Manager 3 Game, and describe how we used them to reinforce theoretical concepts. We then go into detail on what challenges and obstacles were faced when implementing the game in the course and highlight how these were overcome. Finally our paper concludes with a discussion of how online games can be effective in online management information systems courses

    Boom or bust? Embedding entrepreneurship in education in Australia

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    Ā© 2019, Emerald Publishing Limited. Purpose: The purpose of this paper is to evaluate the status of entrepreneurship education (EE) in Australia, replicating and expanding a similar study in 2015. The aim is to review neoteric global best practice EE initiatives, enabling the examination and embedding of EE offerings and initiatives at all 40 higher education institutions (HEIs) in Australia. Design/methodology/approach: The authors introduce a review of prominent and recent global EE scholarship, enabling an iterative and emergent inquiry perspective aligned to inductive and nascent multi-method empirical research associated with theoretical underpinnings of symbolic and substantive management theory. Findings: This paper highlights the sparse and inconsistent distribution of EE programs and initiatives across all 40 Australian HEIs, particularly against the backdrop of rapidly expanding start-up and entrepreneurship ecosystems. Furthermore, outcomes provide best practice EE initiatives, which included staff mobility and transferability of skills. HEIs in Australia are experiencing a moderate EE boom, albeit marginally down on global EE transformation initiatives. Research limitations/implications: Limitation of the data is subject to availability and accuracy of online documents and material resources, although implications have been mitigated using multi-method research design. Practical implications: The findings provide critical grounding for researchers, practitioners and HEIs wishing to enhance EE within ever-expanding entrepreneurship ecosystems. Originality/value: This study is the first multi-methods inquiry into the status of EE in Australia, consisting of quantitative, qualitative and algorithmic methods

    An Exploratory Study on the Impact of Advertising Intrusiveness on Consumersā€™ Perceptions of Health Information Found on Websites

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    This exploratory research quantitatively tested the impact of inline advertisements in health websites on consumersā€™ perceptions of trust, satisfaction, and adoption intention of health advice, by manipulating advertisements in a mock website for varying degrees advertising intrusiveness

    Levels of Multiplexity in Entrepreneur's Networks: Implications for Dynamism and Value Creation

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    Ā© 2016 by De Gruyter. Relationships and networks are important to how entrepreneurs create value. However, many aspects about relationships and networks remain poorly understood because their characteristics are often reduced to one-dimensional variables or dichotomous measures. This paper unpacks the concept of multiplexity and proposes a hierarchy of four different levels (social, relational, strategic, and closed). Each level is associated with a different level of dynamism which governs how rapidly entrepreneurs can alter their network. The hierarchy of multiplexity and associated levels of dynamism, have implications regarding different value creation processes that are associated with these network conditions

    The Role of Flow in Learning Distributed Computing and MapReduce Concepts using Hands-On Analogy

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    The expansion of technical concepts into everyday business practices suggests a need for effectively teaching difficult subjects to non-technical users. This paper describes hands-on analogy, an innovative method for teaching technically difficult concepts using interactive, experiential learning activities and a gamified exercise. We demonstrate our technique by investigating Hadoop Hands On, an exercise designed to teach MapReduce. Students experienced how MapReduce functions work conceptually by envisioning students as compute and tracking nodes in a Hadoop system and playing cards as data processed to complete two tasks of varying complexity. A study of 56 students was conducted to validate the exercise and demonstrated the impact of triggered flow on perceived understanding. The main contributions of this work are 1) an alternative learning approach that communicates a technically difficult concept through analogy and 2) the demonstration of the role of flow in facilitating learning using this approach. We recommend using this approach to teach technically difficult concepts to non-technical students who can more easily comprehend the benefits of distributed computing methods interactively in a way that complements the traditional lecture approach
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