TY - CHAP A1 - Thim, Christof A1 - Gronau, Norbert A1 - Haase, Jennifer A1 - Grum, Marcus A1 - Schüffler, Arnulf A1 - Roling, Wiebke A1 - Kluge, Annette ED - Shishkov, Boris T1 - Modeling change in business processes T2 - Business modeling and software design N2 - Business processes are regularly modified either to capture requirements from the organization’s environment or due to internal optimization and restructuring. Implementing the changes into the individual work routines is aided by change management tools. These tools aim at the acceptance of the process by and empowerment of the process executor. They cover a wide range of general factors and seldom accurately address the changes in task execution and sequence. Furthermore, change is only framed as a learning activity, while most obstacles to change arise from the inability to unlearn or forget behavioural patterns one is acquainted with. Therefore, this paper aims to develop and demonstrate a notation to capture changes in business processes and identify elements that are likely to present obstacles during change. It connects existing research from changes in work routines and psychological insights from unlearning and intentional forgetting to the BPM domain. The results contribute to more transparency in business process models regarding knowledge changes. They provide better means to understand the dynamics and barriers of change processes. KW - intentional forgetting KW - routines KW - business processes KW - unlearning Y1 - 2023 SN - 978-3-031-36756-4 SN - 978-3-031-36757-1 U6 - https://doi.org/10.1007/978-3-031-36757-1_1 SP - 3 EP - 17 PB - Springer Nature CY - Cham ER - TY - CHAP A1 - Teichmann, Malte A1 - Busse, Jana A1 - Gonnermann, Jana A1 - Reimann, Daniela A1 - Ritterbusch, Georg David A1 - Langemeyer, Ines A1 - Gronau, Norbert ED - Nitsch, Verena ED - Brandl, Christopher ED - Häußling, Roger ED - Roth, Philip ED - Gries, Thomas ED - Schmenk, Bernhard T1 - Konzeption, Erstellung und Evaluation von VR-Räumen für die betriebliche Weiterbildung in KMU BT - Erfahrungen und Handlungsempfehlungen aus dem Forschungsprojekt API-KMU T2 - Digitalisierung der Arbeitswelt im Mittelstand 3 N2 - Der Beitrag adressiert die Erstellung von Virtual-Reality gestützten (Lehr- und Lern-) Räumen für die betriebliche Weiterbildung im Rahmen eines Forschungsprojektes. Der damit verbundene Konzeptions- und Umsetzungsprozess ist mit verschiedenen Herausforderungen verbunden: einerseits ist Virtual-Reality ein vergleichsweise neues Lehr- und Lernmedium, womit wenig praktische Handreichungen zur praktischen Umsetzung existieren. Andererseits existieren theoretisch-konzeptionelle Ansätze zur Gestaltung digitaler Lehr- und Lernarrangements, die jedoch 1) oft Gefahr laufen, an den realen Bedürfnissen der Praxis „vorbei“ zu gehen und 2) zumeist nicht konkret Virtual-Reality bzw. damit verbundene Lehr- und Lernumgebungen adressieren. In dieser Folge sind Best-Practice Beispiele basierend auf erfolgreichen Umsetzungsvorhaben, die nachfolgenden Projekten als „Wegweiser“ dienen könnten, äußerst rar. Der Beitrag setzt an dieser Stelle an: basierend auf zwei real existierenden betrieblichen Anwendungsfällen aus den Bereichen Natursteinbearbeitung sowie Einzel- und Sondermaschinenbau werden Herausforderungen und Lösungswege des Erstellungsprozesses von Virtual-Reality gestützten (Lehr- und Lern-)Räumen beschrieben. Ebenfalls werden basierend auf den gemachten Projekterfahrungen Handlungsempfehlungen für die gelingende Konzeption, Umsetzung und Evaluation dieser Räume formuliert. Betriebliche Beschäftigte aus den Bereichen Aus- und Weiterbildung, Management oder Human Ressources, die in eigenen Projekten im Bereich Virtual Reality aktiv werden wollen, profitieren von den herausgestellten praktischen Handreichungen. Forschende Personen sollen Anregungen für weiterführende Forschungsvorhaben erhalten. Y1 - 2023 SN - 978-3-662-67023-1 SN - 978-3-662-67024-8 U6 - https://doi.org/10.1007/978-3-662-67024-8_5 SP - 155 EP - 204 PB - Springer Vieweg CY - Berlin ER - TY - CHAP A1 - Rojahn, Marcel A1 - Ambros, Maximilian A1 - Biru, Tibebu A1 - Krallmann, Hermann A1 - Gronau, Norbert A1 - Grum, Marcus ED - Rutkowski, Leszek ED - Scherer, Rafał ED - Korytkowski, Marcin ED - Pedrycz, Witold ED - Tadeusiewicz, Ryszard ED - Zurada, Jacek M. T1 - Adequate basis for the data-driven and machine-learning-based identification T2 - Artificial intelligence and soft computing N2 - Process mining (PM) has established itself in recent years as a main method for visualizing and analyzing processes. However, the identification of knowledge has not been addressed adequately because PM aims solely at data-driven discovering, monitoring, and improving real-world processes from event logs available in various information systems. The following paper, therefore, outlines a novel systematic analysis view on tools for data-driven and machine learning (ML)-based identification of knowledge-intensive target processes. To support the effectiveness of the identification process, the main contributions of this study are (1) to design a procedure for a systematic review and analysis for the selection of relevant dimensions, (2) to identify different categories of dimensions as evaluation metrics to select source systems, algorithms, and tools for PM and ML as well as include them in a multi-dimensional grid box model, (3) to select and assess the most relevant dimensions of the model, (4) to identify and assess source systems, algorithms, and tools in order to find evidence for the selected dimensions, and (5) to assess the relevance and applicability of the conceptualization and design procedure for tool selection in data-driven and ML-based process mining research. KW - data mining KW - knowledge engineering KW - various applications Y1 - 2023 SN - 978-3-031-42504-2 SN - 978-3-031-42505-9 U6 - https://doi.org/10.1007/978-3-031-42505-9_48 SP - 570 EP - 588 PB - Springer CY - Cham ER - TY - CHAP A1 - Gronau, Norbert A1 - Teichmann, Malte A1 - Weber, Edzard ED - Shishkov, Boris T1 - Serious game-based haptic modeling BT - an application-oriented approach for sequentially developing new business models from tacit knowledge T2 - Business modeling and software design N2 - 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. KW - serious game KW - tacit knowledge KW - business model KW - SECI-model KW - conversion sequences KW - design science Y1 - 2023 SN - 978-3-031-36756-4 U6 - https://doi.org/10.1007/978-3-031-36757-1_3 SP - 32 EP - 55 PB - Springer Nature CY - Cham ER - TY - CHAP A1 - Gonnermann, Jana A1 - Brandenburger, Bonny A1 - Vladova, Gergana A1 - Gronau, Norbert ED - Bui, Tung X. T1 - To what extent can individualisation in terms of different types of mode improve learning outcomes and learner satisfaction? BT - a pre-study T2 - Proceedings of the 56th Annual Hawaii International Conference on System Sciences January 3-6, 2023 N2 - With the latest technological developments and associated new possibilities in teaching, the personalisation of learning is gaining more and more importance. It assumes that individual learning experiences and results could generally be improved when personal learning preferences are considered. To do justice to the complexity of the personalisation possibilities of teaching and learning processes, we illustrate the components of learning and teaching in the digital environment and their interdependencies in an initial model. Furthermore, in a pre-study, we investigate the relationships between the learner's ability to (digital) self-organise, the learner’s prior- knowledge learning in different variants of mode and learning outcomes as one part of this model. With this pre-study, we are taking the first step towards a holistic model of teaching and learning in digital environments. KW - advances in teaching and learning technologies KW - digital learning KW - digital teaching KW - experimental design KW - personalised learning KW - teaching and learning model Y1 - 2023 SN - 978-0-9981331-6-4 SP - 123 EP - 132 PB - Department of IT Management Shidler College of Business University of Hawaii CY - Honolulu, HI ER -