TY - CHAP A1 - Haase, Jennifer A1 - Matthiesen, Julia A1 - Schüffler, Arnulf A1 - Kluge, Annette T1 - Retentivity beats prior knowledge as predictor for the acquisition and adaptation of new production processes T2 - Proceedings of the 53rd Hawaii International Conference on System Sciences N2 - In the time of digitalization the demand for organizational change is rising and demands ways to cope with fundamental changes on the organizational as well as individual level. As a basis, learning and forgetting mechanisms need to be understood in order to guide a change process efficiently and successfully. Our research aims to get a better understanding of individual differences and mechanisms in the change context by performing an experiment where individuals learn and later re-learn a complex production process using a simulation setting. The individual’s performance, as well as retentivity and prior knowledge is assessed. Our results show that higher retentivity goes along with better learning and forgetting performances. Prior knowledge did not reveal such relation to the learning and forgetting performances. The influence of age and gender is discussed in detail. KW - Innovation in Organizations: Learning KW - learning KW - Unlearning KW - Intentional Forgetting KW - experiment KW - forgetting KW - prior knowledge KW - production process KW - retentivity Y1 - 2020 U6 - https://doi.org/10125/64331 VL - 53 SP - 4797 EP - 4805 PB - Western Periodicals Co. CY - North Hollywood, Calif. ER - TY - CHAP A1 - Haase, Jennifer T1 - How games spoil creativity BT - a creative mindset priming study T2 - International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology N2 - The demand for a creative workforce is every growing and effective measures to improve individual creativity are searched for. This study analyzes the possibility to use games as a prime for a creative mindset. Two short entertainment games, plus a no-game-comparison condition were set up in three versions of an online-study, along with two creativity tasks and scales to assess the individual creative mindset (fixed-vs-growth, creative self-efficacy and affect). Results indicate priming effects of the games, but in the opposite intended direction: gaming diminished the creative test performances. Those playing the games reported more ideas in the open-ended creative problem task, but those answers were of less quality and they solved less closed-problem items compared to those not playing. An impact of further mindset differences could be ruled out. KW - Creativity KW - mindset KW - priming KW - gaming KW - improvement KW - enhancement Y1 - 2020 SP - 1 EP - 12 PB - International Society for Professional Innovation Management CY - Manchester ER -