@article{TeichmannUllrichWenzetal.2020, author = {Teichmann, Malte and Ullrich, Andr{\´e} and Wenz, Julian and Gronau, Norbert}, title = {Herausforderungen und Handlungsempfehlungen betrieblicher Weiterbildungspraxis in Zeiten der Digitalisierung}, series = {HMD Praxis der Wirtschaftsinformatik}, volume = {57}, journal = {HMD Praxis der Wirtschaftsinformatik}, publisher = {Springer Vieweg}, address = {Wiesbaden}, issn = {1436-3011}, doi = {10.1365/s40702-020-00614-x}, pages = {512 -- 527}, year = {2020}, abstract = {Die Digitalisierung von Produktionsprozessen schreitet mit einer hohen Intensit{\"a}t voran. Weiterbildung hat eine hohe Relevanz f{\"u}r betriebliche Transformationsprozesse. Die betriebliche Weiterbildungspraxis ist den aktuellen Herausforderungen der Digitalisierung jedoch nicht gewachsen. Herausforderungen sind Kompetenzl{\"u}cken der Mitarbeiter, ungewisse Anforderungsprofile und T{\"a}tigkeitstypen, demographischer Wandel sowie veraltete didaktische Ans{\"a}tze. Zudem wird bestehender inhaltlicher und p{\"a}dagogischer Freiraum bei der Gestaltung von Weiterbildung oftmals nur unzureichend ausgenutzt. Die skizzierte Situation f{\"u}hrt dazu, dass der Mehrwert gegenw{\"a}rtiger Qualifizierungsangebote sowohl f{\"u}r Unternehmen als auch Besch{\"a}ftigte nicht ausgesch{\"o}pft wird. Ausgehend von Ver{\"a}nderungen durch Digitalisierung in der Produktion und deren Auswirkungen auf die Kompetenzentwicklung diskutiert dieser Beitrag Herausforderungen gegenw{\"a}rtiger betrieblicher Weiterbildung. Er leitet Handlungsempfehlungen ab, die mithilfe von Beispielen gewerkschaftlich unterst{\"u}tzter Weiterbildungspraxis illustriert werden. Im Ergebnis erhalten Interessierte einen {\"U}berblick {\"u}ber gegenw{\"a}rtige Herausforderungen und Handlungsempfehlungen f{\"u}r die Gestaltung und Durchf{\"u}hrung von Weiterbildung in Zeiten der Digitalisierung.}, language = {de} } @article{GronauTeichmann2020, author = {Gronau, Norbert and Teichmann, Malte}, title = {ERP-Auswahl f{\"u}r ein Professional Services Unternehmen}, series = {ERP-Management : Auswahl, Einf{\"u}hrung und Betrieb von ERP-Systemen}, volume = {16}, journal = {ERP-Management : Auswahl, Einf{\"u}hrung und Betrieb von ERP-Systemen}, number = {2}, publisher = {Gito mbh Verlag f{\"u}r Industrielle Informationstechnik und Organisation}, address = {Berlin}, issn = {1860-6725}, doi = {10.30844/ERP_20-2_31-35}, pages = {31 -- 35}, year = {2020}, abstract = {Die Branche der Dienstleistungsunternehmen (Professional Services) hat einige Anforderungen, die sie von den „klassischen" ERP-Branchen Industrie und Handel unterscheidet. Dieser Beitrag beschreibt einige der aktuellen Herausforderungen dieses immer wichtiger werdenden Wirtschaftszweigs und geht dann am Beispiel eines mittelst{\"a}ndischen Ingenieurdienstleisters auf typische Anforderungen dieser Branche, infrage kommende Systeme und das Vorgehen zur Auswahl ein.}, language = {de} } @incollection{LangemeyerGronauSchmidWalzetal.2021, author = {Langemeyer, Ines and Gronau, Norbert and Schmid-Walz, Sabrina and Kotarski, David and Reimann, Daniela and Teichmann, Malte}, title = {From employee to expert}, series = {2021 Crossing Boundaries Muttenz/Basel and Bern : 4th International VET Conference Crossing Boundaries 8 to 9 April 2021, online, Muttenz and Bern, Switzerland}, booktitle = {2021 Crossing Boundaries Muttenz/Basel and Bern : 4th International VET Conference Crossing Boundaries 8 to 9 April 2021, online, Muttenz and Bern, Switzerland}, doi = {10.5281/zenodo.4590196}, pages = {226 -- 231}, year = {2021}, abstract = {In the context of the collaborative project Ageing-appropriate, process-oriented and interactive further training in SME (API-KMU), innovative solutions for the challenges of demographic change and digitalisation are being developed for SMEs. To this end, an approach to age-appropriate training will be designed with the help of AR technology. In times of the corona pandemic, a special research design is necessary for the initial survey of the current state in the companies, which will be systematically elaborated in this paper. The results of the previous methodological considerations illustrate the necessity of a mix of methods to generate a deeper insight into the work processes. Video-based retrospective interviews seem to be a suitable instrument to adequately capture the employees' interpretative perspectives on their work activities. In conclusion, the paper identifies specific challenges, such as creating acceptance among employees, open questions, e.g., how a transfer or generalization of the results can succeed, and hypotheses that will have to be tested in the further course of the research process.}, language = {en} } @article{TeichmannVladovaGronau2023, author = {Teichmann, Malte and Vladova, Gergana and Gronau, Norbert}, title = {Conception of subject-oriented learning}, series = {SSRN eLibrary / Social Science Research Network}, journal = {SSRN eLibrary / Social Science Research Network}, publisher = {Social Science Electronic Publ.}, address = {[Erscheinungsort nicht ermittelbar]}, issn = {1556-5068}, doi = {10.2139/ssrn.4457995}, pages = {6}, year = {2023}, abstract = {Competence development must change at all didactic levels to meet the new requirements triggered by digitization. Unlike classic learning theories and the resulting popular approaches (e.g., sender-receiver model), future-oriented vocational training must include new learning theory impulses in the discussion about competence acquisition. On the one hand, these impulses are often very well elaborated on the theoretical side, but the transfer into innovative learning environments - such as learning factories - is often still missing. On the other hand, actual learning factory (design) approaches often concentrate primarily on the technical side. Subject-oriented learning theory enables the design of competence development-oriented vocational training projectsin learning factories in which persons can obtain relevant competencies for digitization. At the same time, such learning theory approaches assume a potentially infinite number of learning interests and reasons. Following this, competence development is always located in an institutional or organizational context. The paper conceptionally answers how this theoryimmanent challenge is synthesizable with the reality of organizationally competence development requirements.}, language = {en} } @incollection{GronauTeichmannWeber2023, author = {Gronau, Norbert and Teichmann, Malte and Weber, Edzard}, title = {Serious game-based haptic modeling}, series = {Business modeling and software design}, booktitle = {Business modeling and software design}, editor = {Shishkov, Boris}, publisher = {Springer Nature}, address = {Cham}, isbn = {978-3-031-36756-4}, doi = {10.1007/978-3-031-36757-1_3}, pages = {32 -- 55}, year = {2023}, abstract = {The authors propose that while tacit knowledge is a valuable resource for developing new business models, its externalization presents several challenges. One major challenge is that individuals often don't recognize their tacit knowledge resources, while another is the reluctance to share one's knowledge with others. Addressing these challenges, the authors present an application-oriented serious game-based haptic modeling approach for externalize tacit knowledge, which can be used to develop the first versions of business models based on tacit knowledge. Both conceptual and practical design fundamentals are presented based on elaborated theoretical approaches, which were developed with the help of a design science approach. The development of the research process is presented step by step, whereby we focused on the high accessibility of the presented research. Practitioners are presented with guidelines for implementing their serious game projects. Scientists benefit from starting points for their research topics of externalization, internalization, and socialization of tacit knowledge, development of business models, and serious games or gamification. The paper concludes with open research desiderata and questions from the presented research process.}, language = {en} } @article{TeichmannUllrichKnostetal.2020, author = {Teichmann, Malte and Ullrich, Andr{\´e} and Knost, Dennis and Gronau, Norbert}, title = {Serious games in learning factories}, series = {Procedia manufacturing}, volume = {45}, journal = {Procedia manufacturing}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2351-9789}, doi = {10.1016/j.promfg.2020.04.104}, pages = {259 -- 264}, year = {2020}, abstract = {The usage of gamification in the contexts of commerce, consumption, innovation or eLearning in schools and universities has been extensively researched. However, the potentials of serious games to transfer and perpetuate knowledge and action patterns in learning factories have not been levered so far. The goal of this paper is to introduce a serious game as an instrument for knowledge transfer and perpetuation. Therefore, reqirements towards serious games in the context of learning factories are pointed out. As a result, that builds on these requirements, a serious learning game for the topic of Industry 4.0 is practically designed and evaluated.}, language = {en} } @article{TeichmannUllrichKotarskietal.2021, author = {Teichmann, Malte and Ullrich, Andr{\´e} and Kotarski, David and Gronau, Norbert}, title = {Facing the demographic change}, series = {SSRN eLibrary / Social Science Research Network}, journal = {SSRN eLibrary / Social Science Research Network}, publisher = {Social Science Electronic Publ.}, address = {[Erscheinungsort nicht ermittelbar]}, issn = {1556-5068}, doi = {10.2139/ssrn.3858716}, pages = {6}, year = {2021}, abstract = {Digitization and demographic change are enormous challenges for companies. Learning factories as innovative learning places can help prepare older employees for the digital change but must be designed and configured based on their specific learning requirements. To date, however, there are no particular recommendations to ensure effective age-appropriate training of bluecollar workers in learning factories. Therefore, based on a literature review, design characteristics and attributes of learning factories and learning requirements of older employees are presented. Furthermore, didactical recommendations for realizing age-appropriate learning designs in learning factories and a conceptualized scenario are outlined by synthesizing the findings.}, language = {en} } @incollection{TeichmannLassUllrichetal.2022, author = {Teichmann, Malte and Lass, Sander and Ullrich, Andr{\´e} and Gronau, Norbert}, title = {Modellfabriken als Enabler flexibler Lehr- und Lernsituationen f{\"u}r die Kompetenzentwicklung im Fabrikkontext}, series = {Faktor Mensch}, booktitle = {Faktor Mensch}, editor = {Weber, Kristin and Reinheimer, Stefan}, publisher = {Springer Fachmedien}, address = {Wiesbaden}, isbn = {978-3-658-34523-5}, doi = {10.1007/978-3-658-34524-2_10}, pages = {173 -- 196}, year = {2022}, abstract = {Dieses Kapitel diskutiert die Notwendigkeit einer st{\"a}rkeren Praxisorientierung f{\"u}r die Schaffung konkreter Lehr- und Lernr{\"a}ume in Unternehmen und zeigt die Vorteile einer Lernfabrik vor dem Hintergrund der stattfindenden Digitalisierung als Mittel zur Kompetenzentwicklung auf. Die technologiebedingt erweiterten Weiterbildungsziele erfordern die Nutzung geeigneter Konzepte und L{\"o}sungen. Dahingehend erfolgt die zielorientierte Konkretisierung der Kreation geeigneter Lehr- und Lernsituationen. Die Darstellung der Nutzbarmachung einer Modellfabrik als Lernfabrik der betrieblichen Weiterbildungspraxis zeigt nicht nur eine L{\"o}sung f{\"u}r die intendierte Bereitstellung flexibler Lehr- und Lernsituationen, sondern liefert ebenso Handlungsempfehlungen und Best-Practices f{\"u}r die erfolgreiche Kompetenzentwicklung. Insbesondere Praktiker profitieren von der Darstellung der Lernfabrik: aus dieser k{\"o}nnen sowohl betriebliche Weiterbildner als auch Gesch{\"a}ftsverantwortliche Implikationen f{\"u}r die didaktische Transformation betrieblicher Arbeitsorte in betriebliche Lern-Orte ableiten. Die detaillierte Darstellung einer Tagesschulung zum Thema Auswirkungen von Industrie 4.0 auf die Arbeit der Mitarbeiter sowie Illustration eines Lernszenarios geben reale Einblicke, wie betriebliche Weiterbildung abseits von Lehr-Lern-Kurzschluss-orientierter Didaktik gelingt.}, language = {de} } @article{TeichmannUllrichBenderetal.2018, author = {Teichmann, Malte and Ullrich, Andr{\´e} and Bender, Benedict and Gronau, Norbert}, title = {Mobile IIoT-Technologien in hybriden Lernfabriken}, series = {Industrie 4.0 Management}, volume = {34}, journal = {Industrie 4.0 Management}, number = {3}, publisher = {GITO}, address = {Berlin}, issn = {2364-9208}, doi = {10.30844/I40M_18-3_S21-24}, pages = {21 -- 24}, year = {2018}, abstract = {Der Wandel zur automatisierten Produktion, die fortschreitende Digitalisierung der Wertsch{\"o}pfungsprozesse sowie die stetige Implementierung von mobilen Industrial Internet of Things-Technologien (IIoT) in diese zur Unterst{\"u}tzung der Mitarbeiter stellen betriebliche Weiterbildung vor Herausforderungen. Komple-xere Anforderungen und ver{\"a}nderte T{\"a}tigkeitsprofile erfordern Handlungskom-petenzen bei Mitarbeitern im Sinne der F{\"a}higkeit, in unbekannten Situationen auf Basis eigenen K{\"o}nnens handlungsf{\"a}hig zu bleiben. Jene sowie daf{\"u}r notwendiges umfassendes Verst{\"a}ndnis gegen{\"u}ber digitalisierten Produktions-prozessen kann jedoch durch konventionelle Lehrmethoden nicht realisiert werden, da diese der erh{\"o}hten Anforderungskomplexit{\"a}t und den komplexen R{\"u}ckkopplungen im Rahmen der Steuer- und Regelkreise nicht gerecht werden k{\"o}nnen. Diese Aspekte aufgreifend wird im Folgenden ein szenariobasierter Wei-terbildungsansatz f{\"u}r eine Lernfabrik vorgestellt, der insbesondere die Potenziale mobiler IIoT-Technologien zur Ausgestaltung dieser in den Blick nimmt.}, language = {de} } @misc{GronauUllrichTeichmann2017, author = {Gronau, Norbert and Ullrich, Andr{\´e} and Teichmann, Malte}, title = {Development of the industrial IoT competences in the areas of organization, process, and interaction based on the learning factory concept}, series = {Procedia manufacturing}, volume = {9}, journal = {Procedia manufacturing}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2351-9789}, doi = {10.1016/j.promfg.2017.04.029}, pages = {254 -- 261}, year = {2017}, abstract = {Lately, first implementation approaches of Internet of Things (IoT) technologies penetrate industrial value-adding processes. Within this, the competence requirements for employees are changing. Employees' organization, process, and interaction competences are of crucial importance in this new IoT environment, however, in students and vocational training not sufficiently considered yet. On the other hand, conventional learning factories evolve and transform to digital learning factories. Nevertheless, the integration of IoT technology and its usage for training in digital learning factories has been largely neglected thus far. Existing learning factories do not explicitly and properly consider IoT technology, which leads to deficiencies regarding an appropriate development of employees' Industrial IoT competences. The goal of this contribution is to point out a didactic concept that enables development and training of these new demanded competences by using an IoT laboratory. For this purpose, a design science approach is applied. The result of this contribution is a didactic concept for the development of Industrial IoT competences in an IoT laboratory.}, language = {en} }