20 research outputs found

    Does international experience count in the cross-cultural management course effectiveness?

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    The rapid increase of globalization processes in many aspects of social and work life has pushed educators to develop students with cross-cultural competence in order to work in culturally diverse settings. We extend the current understanding of the effectiveness of cross-cultural management courses by emphasizing multidimensional learning outcomes. Furthermore, we investigate the influence of international experience on the effectiveness of cross-cultural management education. By studying 179 students at two universities, our results showed that students’ international experience through international student status was positively associated with their cognitive cultural intelligence, and students’ international experience through military affiliation was positively related to their motivational cultural intelligence and cross-cultural adjustment efficacy. We discuss ways to utilize experience for better learning and implications for management education

    Enhancing student learning experience with technology-mediated gamification: An empirical study

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    We evaluated the use of gamification to facilitate a student- centered learning environment within an undergraduate Year 2 Personal and Professional Development (PPD) course. In addition to face-to-face classroom practices, an information technology-based gamified system with a range of online learning activities was presented to students as support material. The implementation of the gamified course lasted two academic terms. The subsequent evaluation from a cohort of 136 students indicated that student performance was significantly higher among those who participated in the gamified system than in those who engaged with the nongamified, traditional delivery, while behavioral engagement in online learning activities was positively related to course performance, after controlling for gender, attendance, and Year 1 PPD performance. Two interesting phenomena appeared when we examined the influence of student background: female students participated significantly more in online learning activities than male students, and students with jobs engaged significantly more in online learning activities than students without jobs. The gamified course design advocated in this work may have significant implications for educators who wish to develop engaging technology-mediated learning environments that enhance students' learning, or for a broader base of professionals who wish to engage a population of potential users, such as managers engaging employees or marketers engaging customers

    Encouraging IS developers to learn business skills: an examination of the MARS model

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    Though prior research has recognized business skills as one of the keys to successful information system development, few studies have investigated the determinants of an IS developer’s behavioral intention to learn such skills. Based on the Motivation–Ability–Role Perception–Situational factors (i.e., the MARS model), this study argues that the intention of IS developers to acquire business skills is influenced by learning motivation (M), learning self-efficacy (A), change agent role perception (R), and situational support (S). Data collected from 254 IS developers are analyzed using the Partial Least Squares (PLS) technique. Results show that a developer’s intention to learn business skills is positively influenced by intrinsic learning motivation and both absolute and relative learning self-efficacy. Furthermore, in comparison to two other change agent roles, the advocate role leads to a significantly higher level of learning intention. Finally, work and non-work support positively influence both extrinsic and intrinsic learning motivation. Notably, non-work support has a greater impact on both absolute and relative learning self-efficacy. Our results suggest several theoretical and practical implications
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