17 research outputs found

    Factors influencing the use of e-commerce by small enterprises in Nigeria

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    The aim of this paper is to assess the factors influencing the use of e-commerce by small enterprises in Nigeria. The study adopts a qualitative methodology which involves in-depth, semi-structured interviews and direct observation in order to derive answers to such questions as ‘why’ the system is adopted and ‘how’ the Nigeria economic conditions influence the system. The study suggests that the main factors which motivate the adoption of e-commerce by small businesses in Nigeria are market expansion and reduced market costs. The findings also indicate that increasing access to the Internet and changing lifestyle enable the success of e-commerce in Nigeria. The implications of the study are discussed

    Wise Humanising Creativity: changing how we create in a virtual learning environment

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    This is the final version of the article. Available from IGI Global via the DOI in this record.This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C2Learn, a three-year European Commission funded project which introduced innovative digital gaming activities to foster co-creativity in the VLE between players. Theoretically the paper builds on previous work, which has conceptualised the potential for WHC within VLEs, as well as other educational contexts. Within C2Learn, arguments have been made for WHC as an antidote to overly-marketised, competitive notions of creativity, as well as for WHC supporting a view of childhood and youth as empowered—rather than ‘at risk'—within digital environments. In particular, this paper focuses on outcomes of the project's final piloting in England, Greece and Austria across the primary and secondary age ranges. This research employed a bespoke co-creativity assessment methodology developed for the project. In order to document WHC, this methodology opted to evidence developments in lived experience via qualitative methods including teacher and student interviews, fieldnotes, video capture, observation and student self-assessment tools. The paper articulates how WHC manifests in C2Learn's unique VLE or C2Space, and its potential to develop more nuanced understandings of creativity across digital environments. It then goes on to consider WHC as a useful concept for changing how we create within VLEs, and the implications for educational futures debates and wider understanding of creativity in education as a less marketised and more ethically driven concept.TheC2Learn project has been supported by the EuropeanCommission through the Seventh Framework Programme (FP7), under grant agreement no. 318480 (November 2012 – October 2015)

    Determining the requirements for e-selection in a small recruitment company - using the regulative cycle

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    The requirements for e-selection technology to be of practical use for Company T have been investigated. Company T’s main business is in identifying and seconding personnel, especially in the technical sector, and it had been anticipating a shortage in the supply of candidates. This served as the initial problem definition for this research. In order to cope with the expected situation, speed and accuracy were seen as of major importance in adopting e-selection. Using interviews, eleven issues were identified across two topics: namely, the use of web-based technologies, i.e., speed, and the use of personal characteristics, i.e., accuracy. These eleven potential problems were ranked using a focus group. Then, based on contemporary literature, solutions were proposed to counter these problems. Combining these solutions has led to a design in which it is proposed that valid psychological instruments should be applied and interpreted by skilled professionals. Further, extensive knowledge sharing is seen as vital when dealing with the large amount of tacit knowledge associated with the work at Company T. Finally, it was concluded that the web-based technologies should primarily support the core day-to-day work activities rather than be user-friendly or provide additional functionality
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