18 research outputs found

    Investigating knowledge gained and workplace implementation of work‐integrated learning in the graduate’s workplace

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    Abstract: Orientation: Interest in work‐integrated learning is growing in the higher education agenda and is widely considered significant in getting graduates ready for the working environment. Motivation for the study: This study investigated whether graduates gained knowledge from workintegrated learning projects and whether this knowledge was implemented in the workplace. The graduates’ experience and understanding of work‐integrated learning was also analysed. Research design, approach and method: This research paper used ten questionnaires with open ended questions and a qualitative approach. The opinions of working graduates were utilised in the deductive content analysis. Main findings: The results indicate that the graduates have gained knowledge and are able to implement their learning successfully – gained from their work‐integrated learning project in their relevant disciplines – in the workplace

    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

    Managing work integrated learning strengths, opportunities and risks in the emerging South African environment

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    Abstract: It is critical for the current rapidly changing education, government and business environments that training providers provide practical application to enhance theoretical learning in education, training and development programs. There is a need for effective and efficient work integrated learning (WIL) project leaders who aim to develop future-fit graduate or employee skills and competencies. Empirical research was conducted to identify, confirm and present the strengths, opportunities and risks (weaknesses and threats) in WIL projects in the emerging South African context. The qualitative research method entailed a classical two round Delphi technique and inductive content analysis. The key findings reveal that WIL project strengths include gaining a competitive advantage, forging industry partnerships and creating employment opportunities. Key weaknesses include the lack of a WIL project strategy, having limited skills and a lack of marketing competencies. Key opportunities include enhancing a diverse range of skills, creating new markets and further study with WIL. A key threat is the changing landscape. The theoretical contribution of this study is that it adds to the body of knowledge on WIL projects in South Africa, Africa and other developing economies. The research contribution is the use of the Delphi technique to gain validated consensus on WIL project management criteria. The practical contribution lies in the WIL SWOT matrix that can be utilized by WIL project leaders, managers and administrators to effectively and efficiently evaluate their WIL and other education, training and development projects

    Evaluating the experience of students as actors in a people intensive service delivery system

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    Abstract : South Africa’s higher education landscape has gone through some turbulent waters of late. Students play a fundamental role in this intensive university service delivery system. This study’s aim was to evaluate students’ needs, frustrations, challenges, experiences and emotions as actors within a people intensive higher education service delivery system. It places the student as the center of the service design approach and highlights several areas of exploration wherein students are actors within the system. The study adopted a qualitative approach. Several group interviews were conducted with students. The collected data was analysed using an inductive content analysis approach. The main results indicated that overall the students’ experience and emotions are positive, albeit a few areas of improvement is needed. Students need extra attention during their first year of study and some of the service departments need improvement. The contributions of this study are on the practical implementation of an improved service design and eliminating these service gaps

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

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    Abstract: 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: 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: 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: This qualitative study used descriptive interpretation and deductive content analysis based on two group interviews conducted 1 year after the board game was played..

    Transdisciplinary student validation of a multi-stakeholder work integrated learning model

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    Abstract: Work integrated learning (WIL) is designed to align theory to practice, expose future graduates to the workplace, and enable business and government to engage in a triple helix partnership, viewing future talent, advertising their employer brand, and meeting their organisational and national targets. Stakeholders in any WIL model or strategy include students, educators, business and government. Students are key stakeholders and should be consulted on the effectiveness of the model or strategy used. Empirical mixed-method research was conducted to determine whether and why students, as key WIL stakeholders, validated their WIL model. A single instrument was used to gather both quantitative and qualitative data in focus group sessions. The data were analysed abductively to include both inductive and deductive analysis. The findings reveal that most of the participants validated the Multi-Stakeholder WIL Model implemented in their study programme. Furthermore, most of the students validated all the phases and processes in the model, indicating that they found the model comprehensive, simple to implement and likely to be effective in providing them with a successful WIL experience. This validated model could be of benefit to all WIL stakeholders, especially educators, and the research method used to validate the model could benefit WIL project leaders. The study contributes to theory by adding to the body of knowledge on WIL, especially in Africa and South Africa. The research contribution is the single-instrument mixed method used to gather rigorous, rich data. The practical contribution is the awareness and strategy that managers and leaders can utilise in managing their WIL projects

    Exploring factors that determine effective fuel loyalty programmes in South Africa, an emerging economy

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    Abstract: Loyalty programmes are not a neglected research topic. Much of this research is in the context of developed economies and within the product/service domains of marketing, and has not included loyalty programmes for fuel purchases. The purpose of this study was to determine the factors that contribute to effective loyalty programmes at fuel retailers in an emerging economy and tested an established model within this context and used literature grounding within Relationship Marketing Theory. This study used a qualitative approach and conducted nine in-depth interviews. The analyses were done using inductive content analysis. It explored areas such as the customer’s view on the structure of the loyalty programme and rewards, and the customer’s role in its design. Many new findings emerged, such as the participants’ indifference to tier progression. The main findings indicate that theories/models developed in advanced economies do not necessarily work in emerging economies and this resulted in the construction of a new model. This study contributed to new academic knowledge within the South African context, as well as in the way that fuel loyalty programmes operate at a fundamental level and the management thereof

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

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    Orientation: 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: 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: 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: 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: 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: Company executives should consider board games as an alternative to traditional educational methods of developing employees. Contribution or value-add: 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

    A Marketing Work-Integrated-Learning Project: A working model

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    The problem with WIL is that its benefits are undoubted, but difficult to substantiate. The informal and anecdotal evidence in favour of WIL is overwhelming, but the hurdles in the way of proper research are equally formidable (Sietsma 2004: 14). This paper is an example of a working Work Integrated Learning (WIL) project offered to students enrolled for the National Diploma: Marketing at the University of Johannesburg (UJ). This project is unique and has also won several awards. This project is a practical sales assignment attached to the theoretical subjects Personal Selling in the first year of study and Sales Management in the second year of study. Students are taught the academic textbook knowledge in class and are then expected to apply this knowledge in a real-life environment, by reaching a set sales target. The UJ has partnered with the Direct Selling Association in South Africa which controls this project from and industry perspective. The methodology followed was deductive content analysis of interviews with students who had passed the course. The result reflected a resounding successful project. Keywords – Practical selling project, direct selling, WIL

    The rivalry between online and direct selling – Is there a winner?

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    Abstract: Orientation: With the advancement of technology and intense competition, many traditional direct selling companies have had to include an online sales channel to their offerings. Research purpose: This study investigated the adoption of technology concerning online selling in the direct selling environment. Motivation for the study: This study investigated whether there is a ‘winner’ between direct selling and online selling, as well as identifying the threats, impact and future of online selling in the direct selling environment. Research design, approach and method: The study adopted a qualitative approach. A postcard-type, open-ended questionnaire was used to collect data from the directors of the direct selling companies. The collected data was analysed using inductive content analysis..
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