51 research outputs found

    Towards an e-Service Knowledge System for Improving the Quality and Adoption of e-Services

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    The purpose of this article is to highlight the limitations and drawbacks of existing knowledge about e-service quality and e-service user acceptance. To overcome these limitations we will propose some solutions. An extensive review of relevant literature has shown that a lot of research has already been conducted in this field. However, there is still a gap between the percentage of existing e-services and the percentage of those that are actually being used. We believe that existing knowledge could be better used by e-service researchers and especially by e-service providers, if they would have a knowledge system that would be capable of synthesizing the existing knowledge and presenting it in a more people-friendly format. The practical outcome of this article is a proposal for an e-service knowledge system, which could be used to improve the quality and user acceptance of e-services

    The impact of serious games in economic and business education: a case of ERP business simulation

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    Digitalisation nowadays impacts business environments significantly. Therefore, if higher education wants to educate students properly for a successful career path, the business and economics curriculum must be enriched with innovative teaching approaches covering actual topics, such as, for example, the implementation of the ERPsim business simulation, a representative of serious games. The ERPsim business simulation is based on SAP ERP, and is aimed at teaching ERP concepts. It covers different business processes, and allows students to learn using a hands-on approach, simulating real-life scenarios. The presented research focuses on using an ERPsim business simulation as the introduction to the course. The simulation was implemented to ease the introduction of ERP and IT concepts to the business and economic oriented students. Considering the positive effects of serious games and gamification, our research was formed and focused on knowledge acquisition and future student engagement. We researched whether participation in the introductory simulation results in significant knowledge gain and impacts students’ future course engagement. The data were gathered using a self-assessment questionnaire before and after an introductory simulation. The results were highly positive, confirming many positive aspects of business simulation, among others, significant knowledge increase in the domains of business process and ERP transactions, and in the domain of technical knowledge for SAP ERP. The results confirmed that the introductory simulation is appropriate for introducing ERP concepts to newcomers, and, nevertheless, confirmed the positive impact on their intent on future course engagement

    The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation

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    Digitalisation nowadays impacts business environments significantly. Therefore, if higher education wants to educate students properly for a successful career path, the business and economics curriculum must be enriched with innovative teaching approaches covering actual topics, such as, for example, the implementation of the ERPsim business simulation, a representative of serious games. The ERPsim business simulation is based on SAP ERP, and is aimed at teaching ERP concepts. It covers different business processes, and allows students to learn using a hands-on approach, simulating real-life scenarios. The presented research focuses on using an ERPsim business simulation as the introduction to the course. The simulation was implemented to ease the introduction of ERP and IT concepts to the business and economic oriented students. Considering the positive effects of serious games and gamification, our research was formed and focused on knowledge acquisition and future student engagement. We researched whether participation in the introductory simulation results in significant knowledge gain and impacts students’ future course engagement. The data were gathered using a self-assessment questionnaire before and after an introductory simulation. The results were highly positive, confirming many positive aspects of business simulation, among others, significant knowledge increase in the domains of business process and ERP transactions, and in the domain of technical knowledge for SAP ERP. The results confirmed that the introductory simulation is appropriate for introducing ERP concepts to newcomers, and, nevertheless, confirmed the positive impact on their intent on future course engagement

    Uporabnost orodij WS-I za testiranje interoperabilnosti spletnih storitev

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    Semantic web as an enabling technology for better e-services addoption

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    E-services have significantly changed the way of doing business in recent years. We can, however, observe poor use of these services. There is a large gap between supply and actual eservices usage. This is why we started a project to provide an environment that will encourage the use of e-services. We believe that only providing e-service does not automatically mean consumerswould use them. This paper shows the origins of our project and its current position. We discuss the decision of using semantic web technologies and their potential to improve e-services usage. We also present current knowledge base and its real-world classification. In the paper, we discuss further work to be done in the project. Current state of the project is promising

    Identification of suitable design-pattern realizations

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    Business process model and notation

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    With business process modelling, companies and organizations can gain explicit control over their processes. Currently, there are many notations in the area of business process modelling, where Business Process Model and Notation (BPMN) is denoted as the de facto standard. Aims: The aim of this research is to provide the state-of-the-art results addressing the acceptance of BPMN, while also examining the purposes of its usage. Furthermore, the advantages, disadvantages and other interests related to BPMN were also investigated. Method: To achieve these objectives, a Systematic Literature Review (SLR) and a semantic examination of articles% citations was conducted. Results: After completing SLR, out of a total of 852 articles, 31 were deemed relevant. The majority of the articles analyzed the notation and compared it with other modelling techniques. The remainder evaluated general aspects of the notation, e.g. history and versions of the standard, usage of the notation or tools. Conclusion: Our findings demonstrate that there are empirical insights about the level of BPMN acceptance. They suggest that BPMN is still widely perceived as the de facto standard in the process modelling domain and its usage is ever-increasing. However, many studies report that only a limited set of elements are commonly used and to this end, several extensions were proposed. The main purpose of BPMN remains the description of business processes
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