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Institute
The management of knowledge in organizations considers both established long-term
processes and cooperation in agile project teams. Since knowledge can be both tacit and explicit, its transfer from the individual to the organizational knowledge base poses a challenge in organizations. This challenge increases when the fluctuation of knowledge carriers is exceptionally high. Especially in large projects in which external consultants are involved, there is a risk that critical, company-relevant knowledge generated in the project will leave the company with the external knowledge carrier and thus be lost. In this paper, we show the advantages of an early warning system for knowledge management to avoid this loss. In particular, the potential of visual analytics in the context of knowledge management systems is presented and discussed. We present a project for the development of a business-critical software system and discuss the first implementations and results.
Yes, we can (?)
(2021)
The COVID-19 crisis has caused an extreme situation for higher education institutions around the world, where exclusively virtual teaching and learning has become obligatory rather than an additional supporting feature. This has created opportunities to explore the potential and limitations of virtual learning formats. This paper presents four theses on virtual classroom teaching and learning that are discussed critically. We use existing theoretical insights extended by empirical evidence from a survey of more than 850 students on acceptance, expectations, and attitudes regarding the positive and negative aspects of virtual teaching. The survey responses were gathered from students at different universities during the first completely digital semester (Spring-Summer 2020) in Germany. We discuss similarities and differences between the subjects being studied and highlight the advantages and disadvantages of virtual teaching and learning. Against the background of existing theory and the gathered data, we emphasize the importance of social interaction, the combination of different learning formats, and thus context-sensitive hybrid learning as the learning form of the future.
In response to the impending spread of COVID-19, universities worldwide abruptly stopped face-to-face teaching and switched to technology-mediated teaching. As a result, the use of technology in the learning processes of students of different disciplines became essential and the only way to teach, communicate and collaborate for months. In this crisis context, we conducted a longitudinal study in four German universities, in which we collected a total of 875 responses from students of information systems and music and arts at four points in time during the spring–summer 2020 semester. Our study focused on (1) the students’ acceptance of technology-mediated learning, (2) any change in this acceptance during the semester and (3) the differences in acceptance between the two disciplines. We applied the Technology Acceptance Model and were able to validate it for the extreme situation of the COVID-19 pandemic. We extended the model with three new variables (time flexibility, learning flexibility and social isolation) that influenced the construct of perceived usefulness. Furthermore, we detected differences between the disciplines and over time. In this paper, we present and discuss our study’s results and derive short- and long-term implications for science and practice.
In response to the impending spread of COVID-19, universities worldwide abruptly stopped face-to-face teaching and switched to technology-mediated teaching. As a result, the use of technology in the learning processes of students of different disciplines became essential and the only way to teach, communicate and collaborate for months. In this crisis context, we conducted a longitudinal study in four German universities, in which we collected a total of 875 responses from students of information systems and music and arts at four points in time during the spring–summer 2020 semester. Our study focused on (1) the students’ acceptance of technology-mediated learning, (2) any change in this acceptance during the semester and (3) the differences in acceptance between the two disciplines. We applied the Technology Acceptance Model and were able to validate it for the extreme situation of the COVID-19 pandemic. We extended the model with three new variables (time flexibility, learning flexibility and social isolation) that influenced the construct of perceived usefulness. Furthermore, we detected differences between the disciplines and over time. In this paper, we present and discuss our study’s results and derive short- and long-term implications for science and practice.
The design of qualitative, excellent teaching requires collaboration between teachers and learners. For this purpose, face-to-face teaching benefits from a long-standing tradition, while digital teaching is comparatively still at the beginning of its dissemination. A major developmental step toward the digitization of teaching was achieved in the context of university teaching during the Covid 19 pandemic in spring 2020, when face-to-face teaching was interrupted for months. During this time, important insights into the opportunities and limitations of digital teaching were gained. This paper presents selected results of a study conducted at four German universities and with 875 responses in spring 2020. The study uncovers opportunities and limitations of digital teaching from the students’ perspective and against the background of their experience in the completely digital semester. The results are used as a basis for deriving design guidelines for digital teaching and learning offerings. Based on a model for analyzing the design of teaching and learning formats, these indications are structured according to the elements learners, teachers, teaching content, environment and teaching style.
Die Herstellung von Produkten bindet Energie sowie auch materielle Ressourcen. Viel zu langsam entwickeln sich sowohl das Bewusstsein der Konsumenten sowie der Produzenten als auch gesetzgebende Aktivitäten, um zu einem nachhaltigen Umgang mit den zur Verfügung stehenden Ressourcen zu gelangen. In diesem Beitrag wird ein lokaler Remanufacturing-Ansatz vorgestellt, der es ermöglicht, den Ressourcenverbrauch zu reduzieren, lokale Unternehmen zu fördern und effiziente Lösungen für die regionale Wieder- und Weiterverwendung von Gütern anzubieten.
Die Herstellung von Produkten bindet Energie sowie auch materielle Ressourcen. Viel zu langsam entwickeln sich sowohl das Bewusstsein der Konsumenten sowie der Produzenten als auch gesetzgebende Aktivitäten, um zu einem nachhaltigen Umgang mit den zur Verfügung stehenden Ressourcen zu gelangen. In diesem Beitrag wird ein lokaler Remanufacturing-Ansatz vorgestellt, der es ermöglicht, den Ressourcenverbrauch zu reduzieren, lokale Unternehmen zu fördern und effiziente Lösungen für die regionale Wieder- und Weiterverwendung von Gütern anzubieten.
This paper presents an exploratory study investigating the influence of the factors (1) intermediary participation, (2) decision-making authority, (3) position in the enterprise, and (4) experience in open innovation on the perception and assessment of the benefits and risks expected from participating in open innovation projects. For this purpose, an online survey was conducted in Germany, Austria and Switzerland. The result of this paper is an empirical evidence showing whether and how these factors affect the perception of potential benefits and risks expected within the context of open innovation project participation. Furthermore, the identified effects are discussed against the theory. Existing theory regarding the benefits and risks of open innovation is expanded by (1) finding that they are perceived mostly independently of the factors, (2) confirming the practical relevance of benefits and risks, and (3) enabling a finer distinction between their degrees of relevance according to respective contextual specifics.
Teaching and learning as well as administrative processes are still experiencing intensive changes with the rise of artificial intelligence (AI) technologies and its diverse application opportunities in the context of higher education. Therewith, the scientific interest in the topic in general, but also specific focal points rose as well. However, there is no structured overview on AI in teaching and administration processes in higher education institutions that allows to identify major research topics and trends, and concretizing peculiarities and develops recommendations for further action. To overcome this gap, this study seeks to systematize the current scientific discourse on AI in teaching and administration in higher education institutions. This study identified an (1) imbalance in research on AI in educational and administrative contexts, (2) an imbalance in disciplines and lack of interdisciplinary research, (3) inequalities in cross-national research activities, as well as (4) neglected research topics and paths. In this way, a comparative analysis between AI usage in administration and teaching and learning processes, a systematization of the state of research, an identification of research gaps as well as further research path on AI in higher education institutions are contributed to research.
Teaching and learning as well as administrative processes are still experiencing intensive changes with the rise of artificial intelligence (AI) technologies and its diverse application opportunities in the context of higher education. Therewith, the scientific interest in the topic in general, but also specific focal points rose as well. However, there is no structured overview on AI in teaching and administration processes in higher education institutions that allows to identify major research topics and trends, and concretizing peculiarities and develops recommendations for further action. To overcome this gap, this study seeks to systematize the current scientific discourse on AI in teaching and administration in higher education institutions. This study identified an (1) imbalance in research on AI in educational and administrative contexts, (2) an imbalance in disciplines and lack of interdisciplinary research, (3) inequalities in cross-national research activities, as well as (4) neglected research topics and paths. In this way, a comparative analysis between AI usage in administration and teaching and learning processes, a systematization of the state of research, an identification of research gaps as well as further research path on AI in higher education institutions are contributed to research.
The increasing demand for software engineers cannot completely be fulfilled by university education and conventional training approaches due to limited capacities. Accordingly, an alternative approach is necessary where potential software engineers are being educated in software engineering skills using new methods. We suggest micro tasks combined with theoretical lessons to overcome existing skill deficits and acquire fast trainable capabilities. This paper addresses the gap between demand and supply of software engineers by introducing an actionoriented and scenario-based didactical approach, which enables non-computer scientists to code. Therein, the learning content is provided in small tasks and embedded in learning factory scenarios. Therefore, different requirements for software engineers from the market side and from an academic viewpoint are analyzed and synthesized into an integrated, yet condensed skills catalogue. This enables the development of training and education units that focus on the most important skills demanded on the market. To achieve this objective, individual learning scenarios are developed. Of course, proper basic skills in coding cannot be learned over night but software programming is also no sorcery.
Die teilweise sehr kurzfristig notwendige Reaktion auf Veränderungen erfordert von Unternehmen ein hohes Maß an Flexibilität und Reaktionsgeschwindigkeit. Anwendungssystemarchitekturen, die im Wesentlichen aus alten und selbst entwickelten Systemen bestehen, erfüllen häufig diese Anforderungen nicht. Investitionsmittel für neue Software sind jedoch begrenzt, daher müssen Prioritäten in der Ablösung von Altsystemen gesetzt werden. Eine effiziente Analysemethode zur Planung der Erneuerung der Anwendungssystemlandschaft stellt die Wandlungsfähigkeitsanalyse dar. Dieser Beitrag beschreibt Vorgehen und Ergebnisse am Beispiel eines international tätigen Automobilzulieferers.
Time to change
(2020)
Industry 4.0 leads to a radical change that is progressing incrementally. The new information and communication technologies provide many conceivable opportunities for their application in the context of sustainable corporate management. The combination of new digital technologies with the ecological and social goals of companies offers a multitude of unimagined potentials and challenges. Although companies already see the need for action, there was in the past and currently still is a lack of concrete measures that lever the potential of Industry 4.0 for sustainability management. During the course of this position paper we develop six theses (two from each sustainability perspective) against the background of the current situation in research and practice, and policy.
Wandlungsfähigkeit beschreibt die Fähigkeit eines Systems, proaktiv oder reaktiv Maßnahmen für die Modifikation seiner Eigenschaften schnell und effizient zu entwickeln, umzusetzen und anzuwenden sowie sich proaktiv darauf vorzubereiten, inaktiv zu sein und passiv Einwirkungen aus der Umwelt zu tolerieren. Die Eigenschaften wandlungsfähiger Systeme werden häufig als Indikatoren (z.B. Modularität, Wissen) verwendet. Dabei existiert eine Vielzahl potenzieller Indikatoren, deren jeweilige Relevanz jedoch ungeklärt ist. Hier setzt die Zielstellung der vorliegenden Arbeit an. Das Erkenntnisziel ist die Erklärung der Wandlungsfähigkeit sozio-technischer Systeme. Zu diesem Zweck wird ein Erklärungsmodell der indikatorbasierten Wandlungsfähigkeit erstellt, das zum Nachweis von Wandlungsfähigkeit, zur Bewertung dieser sowie zur Systemanalyse genutzt werden kann. Weiterhin wird exemplarisch eine positive Korrelation von Wandlungsfähigkeit und Schnelligkeit sowie Effizienz bei Veränderungsprojekten nachgewiesen.
The implementation of learning scenarios is a diversely challenging, frequently purely manual and effortful undertaking. In this contribution a process based view is used in scenario generation to overcome communication, coordination and technical gaps. A framework is provided to identify, define and integrate technological artefacts and learning content as modular, reusable building blocks along a modeled production process. The specific contribution is twofold: 1) the theoretical framework represents a unique basis for modularization of content and technology in order to enhance reusability, 2) the model based scenario definition is a starting point for automated implementation of learning scenarios in industrial learning environments that has not been created before.
Die Innovationstätigkeit im industriellen Umfeld verlagert sich durch die Digitalisierung hin zu Produkt-Service-Systemen. Kleine und mittlere Unternehmen haben sich in ihrer Entwicklungstätigkeit bisher stark auf die Produktentwicklung bezogen. Der Umstieg auf „smarte“ Produkte und die Kopplung an Dienstleistungen erfordert häufig personelle und finanzielle Ressourcen, welche KMU nicht aufbringen können. Crowdsourcing stellt eine Möglichkeit dar, den Innovationsprozess für externe Akteure zu öffnen und Kosten- sowie Geschwindigkeitsvorteile zu realisieren. Bei der Integration von Crowdsourcing-Elementen ist jedoch einigen Herausforderungen zu begegnen. Dieser Beitrag zeigt sowohl die Potenziale als auch die Barrieren einer Crowdsourcing-Nutzung im industriellen Umfeld auf.
Die Digitalisierung von Produktionsprozessen schreitet mit einer hohen Intensität voran. Weiterbildung hat eine hohe Relevanz für betriebliche Transformationsprozesse. Die betriebliche Weiterbildungspraxis ist den aktuellen Herausforderungen der Digitalisierung jedoch nicht gewachsen. Herausforderungen sind Kompetenzlücken der Mitarbeiter, ungewisse Anforderungsprofile und Tätigkeitstypen, demographischer Wandel sowie veraltete didaktische Ansätze. Zudem wird bestehender inhaltlicher und pädagogischer Freiraum bei der Gestaltung von Weiterbildung oftmals nur unzureichend ausgenutzt. Die skizzierte Situation führt dazu, dass der Mehrwert gegenwärtiger Qualifizierungsangebote sowohl für Unternehmen als auch Beschäftigte nicht ausgeschöpft wird. Ausgehend von Veränderungen durch Digitalisierung in der Produktion und deren Auswirkungen auf die Kompetenzentwicklung diskutiert dieser Beitrag Herausforderungen gegenwärtiger betrieblicher Weiterbildung. Er leitet Handlungsempfehlungen ab, die mithilfe von Beispielen gewerkschaftlich unterstützter Weiterbildungspraxis illustriert werden. Im Ergebnis erhalten Interessierte einen Überblick über gegenwärtige Herausforderungen und Handlungsempfehlungen für die Gestaltung und Durchführung von Weiterbildung in Zeiten der Digitalisierung.
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.
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.