7 research outputs found

    The effectiveness of board game learning as an educational tool in employee development

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    Abstract: Board games as an educational tool in the development of employees are an underutilised instrument. It is one of many interventions used in employee development, but its effectiveness has not been widely studied by academia. Company executives often have preconceived ideas about this form of education but need to consider including board game learning (BGL) into employee development as it creates a big business picture in a practical, interactive way. This qualitative study explored the opinions of employees after a board game was introduced into their curriculum. Two group interviews were conducted and the content of this transcribed data was subjected to deductive content analysis. The results indicated definite success as the employees were both entertained and educated. This educational tool has proven its success in employee development, a serious consideration for company executives

    Product characteristic determinants of South African showroomersā€™ behaviour: a brickā€andā€click value perspective

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    Abstract : Showrooming as consumer behaviour phenomenon in multichannel retailing has grown in importance in South Africa. In showrooming, consumers visit an offline retail store (ā€œbrickā€) for product information gathering purposes and consequently purchase online (ā€œclickā€) at a competing retailer. This study draws on Daunt and Harrisā€™ (2017) research, employing a valueā€based serviceā€dominant theoretical lens. Showrooming is conceptualised as a twoā€stage process of inā€store value taking and online value coā€creation/coā€destruction. Utilising survey data from 225 South African showroomers, SPSS is employed to assess a research model, consisting of 4 hypotheses. The paperā€™s findings reveal that Daunt and Harrisā€™ (2017) developed market findings are mostly aligned with the product characteristic determinants of emerging market consumersā€™ showrooming. However, the product speed of technological change, is not substantiated in an emerging market such. The studyā€™s value lies in it being the first empirical investigation of consumer showrooming behaviour in an emerging market, through a serviceā€dominant logic lens. It appears to be the first empirical measurement of Daunt and Harrisā€™ (2017) model of consumer showrooming, focusing on product characteristics as antecedents of showrooming behaviour. Lastly, it contributes to theoretical and managerial inquiry of inā€store value taking and online value coā€creation/coā€destruction behaviour in an emerging market

    Investigating retention and workplace implementation of board game learning in employee development

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    Orientation:Ā Business simulation games for the development of learners take many forms, such as video games and computer games, and are popular choices in academia. The board game, however, is an underutilised educational tool in the development of employees. Research purpose:Ā The retention of board game learning long after the intervention, and the workplace implementation of the decisions it has involved, is an area neglected by academia. Motivation for the study:Ā This study wanted to determine if board games are an effective teaching tool by investigating retention and workplace learning of board games. Research design, approach and method:Ā This qualitative study used descriptive interpretation and deductive content analysis based on two group interviews conducted 1 year after the board game was played. Main finding:Ā This study showed that the participants retained and implemented the learning long after the board game intervention. It is a practical, interactive way to encourage teamwork and allows participants to learn and implement decisions. Practical and managerial implications:Ā Company executives should consider board games as an alternative to traditional educational methods of developing employees. Contribution or value-add:Ā This study showed overwhelmingly that employees still remember the board game 1 year after the intervention and implemented some of its learning in the workplace

    New Aspects of Oral Viral Diseases

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