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As overconsumption has negative effects on ecological balance, social equality, and individual well-being, reducing consumption levels among the materially affluent is an emerging strategy for sustainable development. Today's youth form a crucial target group for intervening in unsustainable overconsumption habits and for setting the path and ideas on responsible living. This article explores young people's motivations for engaging in three behavioural patterns linked to anti-consumption (voluntary simplicity, collaborative consumption, and living within one's means) in relation to sustainability. Applying a qualitative approach, laddering interviews reveal the consequences and values behind the anti-consumption behaviours of young people of ages 14 to 24 according to a means-end chains analysis. The findings highlight potential for and the challenges involved in motivating young people to reduce material levels of consumption for the sake of sustainability. Related consumer policy tools from the fields of education and communication are identified. This article provides practical implications for policy makers, activists, and educators. Consumer policies may strengthen anti-consumption among young people by addressing individual benefits, enabling reflection on personal values, and referencing credible narratives. The presented insights can help give a voice to young consumers, who struggle to establish themselves as key players in shaping the future consumption regime.
How do social changes, new technologies or new management trends affect communication work? A team of researchers at Leipzig University and the University of Potsdam (Germany) observed new developments in related disciplines. As a result, the five most important trends for corporate communications are identified annually and published in the Communications Trend Radar. Thus, Communications managers can identify challenges and opportunities at an early stage, take a position, address issues and make decisions. For 2023, the Communications Trend Radar identifies five key trends for corporate communications: State Revival, Scarcity Management, Unimagination, Parallel Worlds, Augemented Workflows.
The persistence of food preferences, which are crucial for diet-related decisions, is a significant obstacle to changing unhealthy eating behavior. To overcome this obstacle, the current study investigates whether posthypnotic suggestions (PHSs) can enhance food-related decisions by measuring food choices and subjective ratings. After assessing hypnotic susceptibility in Session 1, at the beginning of Session 2, a PHS was delivered aiming to increase the desirability of healthy food items (e.g., vegetables and fruit). After the termination of hypnosis, a set of two tasks was administrated twice, once when the PHS was activated and once deactivated in counterbalanced order. The task set consisted of rating 170 pictures of food items, followed by an online supermarket where participants were instructed to select enough food from the same item pool for a fictitious week of quarantine. After 1 week, Session 3 mimicked Session 2 without renewed hypnosis induction to assess the persistence of the PHS effects. The Bayesian hierarchical modeling results indicate that the PHS increased preferences and choices of healthy food items without altering the influence of preferences in choices. In contrast, for unhealthy food items, not only both preferences and choices were decreased due to the PHS, but also their relationship was modified. That is, although choices became negatively biased against unhealthy items, preferences played a more dominant role in unhealthy choices when the PHS was activated. Importantly, all effects persisted over 1 week, qualitatively and quantitatively. Our results indicate that although the PHS affected healthy choices through resolve, i.e., preferred more and chosen more, unhealthy items were probably chosen less impulsively through effortful suppression. Together, besides the translational importance of the current results for helping the obesity epidemic in modern societies, our results contribute theoretically to the understanding of hypnosis and food choices.
In this chapter, we conduct bibliometric performance analyses and a co-citation analysis on all articles relating to family firms indexed in Scopus and Web of Science and all articles published in the Family Business Review, Journal of Family Business Management, and the Journal of Family Business Strategy. Based on the literature sample of 4,056 articles published between 1960 and 2020 by 3,600 authors in 783 journals and their 175,163 references, we identify the most productive and most cited journals, the most cited authors, and the 25 most cited articles. Our science mapping reveals the agency theory, definitions, entrepreneurship, internationalization, ownership, resources, socioemotional wealth, and succession as the predominant research themes in family firm research. Whereas entrepreneurship explicitly appears in one of the clusters, innovation does not yet. Based on our findings, we propose a research framework and point to several research gaps to be addressed by future research.
Purpose
The purpose of this paper is to investigate how learning solely via an assistance system influences work performance compared with learning with a combination of an assistance system and additional training. While the training literature has widely emphasised the positive role of on-the-job training, particularly for groups that are often underrepresented in formalised learning situations, organisational studies have stressed the risks that emerge when holistic process knowledge is lacking and how this negatively affects work performance. This study aims at testing these negative effects within an experimental design.
Design/methodology/approach
This paper uses a laboratory experimental design to investigate how assistance-system-guided learning influences the individuals’ work performance and work satisfaction compared with assistance-system-guided learning combined with theoretical learning of holistic process knowledge. Subjects were divided into two groups and assigned to two different settings. In the first setting, the participants used the assistance systems as an orientation and support tool right at the beginning and learned the production steps exclusively in this way. In the second setting, subjects received an additional 10-min introduction (treatment) at the beginning of the experiment, including detailed information regarding the entire work process.
Findings
This study provides evidence that learners provided with prior process knowledge achieve a better understanding of the work process leading to higher levels of productivity, quality and work satisfaction. At the same time, the authors found evidence for differences among workers’ ability to process and apply this additional information. Subjects with lower productivity levels faced more difficulties processing and applying additional process information.
Research limitations/implications
Methodologically, this study goes beyond existing research on assistance systems by using a laboratory experimental design. Though the external validity of this method is limited by the artificial setting, it is a solid way of studying the impact of different usages of digital assistance systems in terms of training. Further research is required, however, including laboratory experiments with larger case numbers, company-level case studies and analyses of survey data, to further confirm the external validity of the findings of this study for the workplace.
Practical implications
This study provides some first evidence that holistic process knowledge, even in low-skill tasks, has an added value for the production process. This study contributes to firms' training policies by exploring new, digitalised ways of guided on-the-job training and demonstrates possible training benefits for people with lower levels of (initial) abilities and motivation.
Social implications
This study indicates the advantage for companies and societies to invest in additional skills and training and points at the limitations of assistance systems. This paper also contributes to training policies by exploring new, digitalised ways of guided on-the-job training and demonstrates possible training benefits for people with lower levels of (initial) abilities and motivation.
Originality/value
This study extends existing research on digital assistance systems by investigating their role in job-related-training. This paper contributes to labour sociology and organisational research by confirming the importance of holistic process knowledge as opposed to a solely task-oriented digital introduction.
Enterprise solutions, specifically enterprise systems, have allowed companies to integrate enterprises’ operations throughout. The integration scope of enterprise solutions has increasingly widened, now often covering customer activities, activities along supply chains, and platform ecosystems. IS research has contributed a wide range of explanatory and design knowledge dealing with this class of IS. During the last two decades, many technological as well as managerial/organizational innovations extended the affordances of enterprise solutions—but this broader scope also challenges traditional approaches to their analysis and design. This position paper presents an enterprise-level (i.e., cross-solution) perspective on IS, discusses the challenges of complexity and coordination for IS design and management, presents selected enterprise-level insights for IS coordination and governance, and explores avenues towards a more comprehensive body of knowledge on this important level of analysis.
PyFin-sentiment
(2023)
Responding to the poor performance of generic automated sentiment analysis solutions on domain-specific texts, we collect a dataset of 10,000 tweets discussing the topics of finance and investing. We manually assign each tweet its market sentiment, i.e., the investor’s anticipation of a stock’s future return. Using this data, we show that all existing sentiment models trained on adjacent domains struggle with accurate market sentiment analysis due to the task’s specialized vocabulary. Consequently, we design, train, and deploy our own sentiment model. It outperforms all previous models (VADER, NTUSD-Fin, FinBERT, TwitterRoBERTa) when evaluated on Twitter posts. On posts from a different platform, our model performs on par with BERT-based large language models. We achieve this result at a fraction of the training and inference costs due to the model’s simple design. We publish the artifact as a python library to facilitate its use by future researchers and practitioners.
In the automotive industry, suppliers from the consumer electronics and high-tech industry are becoming increasingly relevant, for example in the context of automated vehicles. The carmakers’ purchasing organizations need to understand the power constellation in negotiations with these new suppliers, since negotiating power is the greatest lever for influencing the outcome of negotiations. This study analyzes the importance of organizational sources of power and their interplay with the products’ degree of innovation.
In diesem Beitrag möchten wir einen Gedanken des amerikanischen Mathematikers Paul Halmos aufgreifen und konkretisieren. Wir möchten verdeutlichen, dass ökonomisches Denken nicht abstrakt gelehrt, sondern „erfahren“ werden muss, wenn es nachhaltig und in seiner ganzen Breite gefördert werden soll. Dazu dienen kognitiv aktivierende Aufgaben. Was man darunter versteht und welche Funktionen und Qualitätsmerkmale Aufgaben in der ökonomischen Bildung besitzen, verdeutlichen wir in den Abschnitten 1 und 2. Im Praxisteil (Abschnitte 3 bis 8) werden konkrete, unterrichtlich erprobte Beispielaufgaben vorgestellt, mit denen ökonomisches Denken erfolgreich gefördert werden kann. Unser Beitrag schließt mit einer kurzen Skizze wirtschaftsdidaktischer Implikationen (Abschnitt 9).
Digitizing grocery retailing
(2021)
Multiple emerging technologies both threaten grocers and offer them attractive opportunities to enhance their value propositions, improve processes, reduce costs, and therefore generate competitive advantages. Among the variety of technological innovations and considering the scarcity of resources, it is unclear which technologies to focus on and where to implement them in the value chain. To develop the most probable technology forecast that addresses the application of emerging technologies in the grocery value chain within the current decade, we conduct a two-stage Delphi study. Our results suggest a high relevance of almost all technologies. The panel is only skeptical about three specific projections. As a consequence, grocers are advised to build up knowledge regarding the application of these technologies in the most promising areas of their value chain.
Social networking sites (SNSs) are central to social interaction and information sharing in the digital age. However, consuming social information on SNSs invites social upward comparisons with highly socially desirable profile representations, which easily elicits envy in users and leads to unfavorable behaviors on SNSs. This in turn can erode the subjective well-being of users and the sustainability of the SNS platform. Therefore, this paper seeks to develop a better theoretical understanding of how users respond to envy on SNSs. We review literature on envy in offline interactions to derive three behavioral strategies to reduce envy, which we then transfer to the SNS context (self-enhancement, gossiping, and discontinuous intention). Further, we propose a research model and examine how culture, specifically individualism-collectivism, affects the relationship between envy on an SNS and the three strategies. We empirically test the variance-based structural equation model through survey data collected of Facebook users from Germany and Hong Kong. Our findings provide first insights into the link between envy on SNSs, related behavioral strategies and the moderating role of individualism for self-enhancement.
In social networks or, more specifically, online communities on tech-products, opinion leaders are important sources of advice for other consumers in the adoption and diffusion of new products. However, possibilities for potential users to exert their influence on opinion leadership are ignored. This study determines whether and how lead users may serve as opinion leaders in social networks and advise other consumers in the adoption and diffusion of new products. Our survey with 308 users in the Xiaomi and Huawei communities suggests that higher lead userness is positively and significantly associated with the likelihood of opinion giving and passing. Product-possessing innovativeness has a higher impact compared with information-possessing innovativeness. Product involvement does not enhance the effect of information-possessing innovativeness. The findings provide a better understanding of the formation of opinion leadership in social networks for an accelerated diffusion of new products.
Firms increasingly use ideas from online innovation communities to solve problems or to better address customer needs. However, in many cases the number of submitted ideas has exploded, it leads to an information overload that firms hardly can handle considering their limited cognitive resources. Therefore, we use the Elaboration Likelihood Model to distinguish between the quick and lean idea preselection process as a peripheral route of information processing and the subsequent idea review process as a central route of information processing. In our empirical study with a sample of more than 163,000 ideas collected from the Xiaomi MIUI community, we analyse influencing factors that increase the likelihood of ideas being preselected or reviewed. Results show that user status, user initiative contribution, and community recognition have a significantly positive influence on idea preselction, whereas user response contribution has no influence. Idea presentation characteristics have an inverted U-curve relationship with idea adoption. Community absorptive capacity has a moderate effect on the curvilinear relationship between idea description length and idea adoption.
Lernen mit Assistenzsystemen
(2020)
Der Beitrag beschreibt die Konzeption und Durchführung und bietet einen Einblick in die ersten Ergebnisse einer Untersuchung mit experimentellem Design in einer simulierten Prozessumgebung im Forschungs- und Anwendungszentrum Industrie 4.0 in Potsdam. Im Mittelpunkt stehen Anlernprozesse im Bereich der Einfacharbeit (Helfertätigkeiten) und ihre Gestaltung durch den Einsatz digitaler Assistenzsysteme. In der Arbeitsforschung finden sich Hinweise darauf, dass mit dem Einsatz dieser Systeme Prozesswissen verloren geht, im Sinne einer guten Kenntnis des gesamten Arbeitsprozesses, in den die einzelnen Tätigkeiten eingebettet sind. Das kann sich als Problem erweisen, vor allem wenn unvorhersehbare Situationen oder Fehler eintreten. Um die Rolle von Prozesswissen beim Einsatz von digitalen Assistenzsystemen zu untersuchen, wird im Experiment eine echte Fabriksituation simuliert. Die Probanden werden über ein Assistenzsystem Schritt für Schritt in ihre Aufgabentätigkeit angelernt, einem Teil der Probanden wird allerdings am Anfang zusätzlich Prozesswissen im Rahmen einer kurzen Schulung vermittelt.
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.
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.
From learners to educators
(2020)
The rapid growth of technology and its evolving potential to support the transformation of teaching and learning in post-secondary institutions is a major challenge to the basic understanding of both the university and the communities it serves. In higher education, the standard forms of learning and teaching are increasingly being challenged and a more comprehensive process of differentiation is taking place. Student-centered teaching methods are becoming increasingly important in course design and the role of the lecturer is changing from the knowledge mediator to moderator and learning companion. However, this is accelerating the need for strategically planned faculty support and a reassessment of the role of teaching and learning. Even though the benefits of experience-based learning approaches for the development of life skills are well known, most knowledge transfer is still realized through lectures in higher education. Teachers have the goal to design the curriculum, new assignments, and share insights into evolving pedagogy. Student engagement could be the most important factor in the learning success of university students, regardless of the university program or teaching format. Against this background, this article presents the development, application, and initial findings of an innovative learning concept. In this concept, students are allowed to deal with a scientific topic, but instead of a presentation and a written elaboration, their examination consists of developing an online course in terms of content, didactics, and concept to implement it in a learning environment, which is state of the art. The online courses include both self-created teaching material and interactive tasks. The courses are created to be available to other students as learning material after a review process and are thus incorporated into the curriculum.
Assistenzsysteme finden im Kontext der digitalen Transformation immer mehr Einsatz. Sie können Beschäftigte in industriellen Produktionsprozessen sowohl in der Anlern- als auch in der aktiven Arbeitsphase unterstützen. Kompetenzen können so arbeitsplatz- und prozessnah sowie bedarfsorientiert aufgebaut werden. In diesem Beitrag wird der aktuelle Forschungsstand zu den Einsatzmöglichkeiten dieser Assistenzsysteme diskutiert und mit Beispielen illustriert. Es werden unter anderem auch Herausforderungen für den Einsatz aufgezeigt. Am Ende des Beitrags werden Potenziale für die zukünftige Nutzung von AS in industriellen Lernprozessen und für die Forschung identifiziert.
Der Einsatz Künstlicher Intelligenz (KI) wird zunehmend relevant – sowohl in Berufen mit formalisierbaren Aufgaben als auch in Berufsfeldern, für deren Aufgaben Erfahrungswissen notwendig ist und situationsabhängig Entscheidungen getroffen werden, die mit folgenschweren Konsequenzen verbunden sein können. Um das Potenzial der Zusammenarbeit zwischen Mensch und KI auszuschöpfen, muss sich der Mensch entsprechend wappnen. Somit verändern sich die Kompetenzanforderungen an Mitarbeiter:innen auf allen Ebenen und an ihre Führungskräfte. Relevante Konzepte des lebenslangen Lernens und der betrieblichen Weiterbildung gewinnen durch den Einfluss der Technologie auch unter teilweise veränderten Lernbedingungen vermehrt an Bedeutung. Neben neuen technischen und Fachkompetenzen, sind für die Nutzung von und die Zusammenarbeit mit der neuen Technologie weitere Kompetenzen notwendig, um z. B. einschätzen zu können, wann die Arbeit der Maschine ethisch vertretbar, effektiv, verantwortungsvoll, fair, transparent und nachvollziehbar ist. Auch neue Tätigkeitsprofile entstehen und die beruflichen Rollen verändern sich entsprechend. Neben den Anforderungen, die die KI an Bildung und Kompetenzentwicklung stellt, wird sie weiterhin zunehmend zur Gestaltung von Lernumgebungen und für den Kompetenzaufbau im Beruf eingesetzt. Sie ist somit nicht nur der Auslöser von Veränderungen, sondern auch das Instrument, welches genutzt wird, um die Lehre zu unterstützen und individueller, abwechslungsreicher sowie zeit- und ortunabhängiger zu gestalten. Im Beitrag werden Chancen und Herausforderungen durch den Einsatz von KI für zwei Dimensionen diskutiert: die Transformationsprozesse in der Berufswelt und die Gestaltung von Lernprozessen.
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.
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.
For the last 20 years, enterprise architecture management (EAM) was primarily an instrument for harmonizing and consolidating IT landscapes and is lived as a transformation and governance discipline. It, however, is rather related to IT strategy than aligned to the actual corporate strategy and the work of the enterprise architect is characterized by tasks like prescribing, monitoring, documenting, and controlling. As digital transformation continues apace, companies are facing new challenges that lead to a volatile, uncertain, complex, and ambiguous (VUCA) world. To face these challenges, vision, understanding, clarity and agility allow to anticipative and implement necessary changes. This, of course, has implications for the role of the enterprise architect. S/he needs to start actively supporting innovation and taking more of an advisory role instead of just being driven by the current state of the enterprise architecture. This paper investigates the role of the enterprise architect in the VUCA world. Based on current literature and expert interviews, a survey was conducted among consultants who work as (or with) enterprise architects. Survey results include the evaluation of statements on current tasks of enterprise architects, their influence on projects and companies as well as future requirements on the roles of the enterprise architect. The results from the survey were synthesized with the findings from literature to derive the roles, tasks and skills of enterprise architect in the VUCA world.
Entrepreneurship education has gained widespread attention in both education practice and research over the past three decades. However, whereas research has a strong focus on its effects and many normative concepts exist, little is known about how entrepreneurship is actually taught. To address this research gap, we conduct a curriculum analysis of the 50 best programs in entrepreneurship, according to the 2018 Financial Times ranking “Top MBAs for Entrepreneurship 2018”. In particular, we examine their objectives, learning contents and teaching as well as assessment methods as four major dimensions of a graduate entrepreneurship curriculum. The results show that the programs are primarily business and management programs, with a comparatively small share of entrepreneurship itself. Entrepreneurship-specific goals are entrepreneurial attitudes and competences, such as entrepreneurial leadership, entrepreneurial mindset, entrepreneurial skills, opportunity creation, opportunity identification, and transforming uncertainty into opportunity. The learning contents also focus on business, management, and law, whereas the contents relating to entrepreneurship include entrepreneurial failure, entrepreneurial management, entrepreneurial thinking, and entrepreneurship in general. Teaching methods are mainly the ones usually found in higher education, with business plans and prototyping as additional entrepreneurial ones. Assessment methods do not differ from those in business and management education.
Enhancing higher entrepreneurship education: insights from practitioners for curriculum improvement
(2024)
Curricula for higher entrepreneurship education should meet the requirements of both a solid theoretical foundation and a practical orientation. When these curricula are designed by education specialists, entrepreneurs are usually not consulted. To explore practitioners’ curricular recommendations, we conducted 73 semi-structured interviews with entrepreneurs with at least five years of professional experience. We collected 49 items for teaching and learning objectives, 37 for contents, 28 for teaching methods, and 17 for assessment methods. The respondents are convinced that students should acquire solid knowledge in business and management, legal issues, and entrepreneurship. For the latter, only some core aspects are provided. The entrepreneurs put greater emphasis on entrepreneurial skills and attitudes and consider experiential learning designs as most suitable, both in the secure setting of the classroom and in real life. The findings can help reflect on current entrepreneurship curriculum designs.
Entrepreneurship education (EE) has attracted much scholarly attention, showing exponential growth in publication and citation numbers. The research field has become broad, complex, and fragmented, making it increasingly difficult to oversee. Our research goal is to organise and integrate the previous literature. To this end, we use bibliometric analyses, differing from prior analyses, which are outdated or have a different focus. Our results show an immense growth in publications and citations over the last decade and an almost equal involvement of business and educational research. We identify the most productive and influential journals and authors. Our co-citation analysis reveals two research clusters, one focusing on psychological constructs relating to EE, and the other on entrepreneurial behaviour and new venture creation. Based on a review of the 25 most-cited articles on an annual basis, we identify and quantify the most relevant research themes and integrate them into a research framework that we propose for future research. A major finding is that extant research centres around the outcomes of entrepreneurship education, whereas its pedagogy is still mainly a black box.
Family businesses strive not only for economic prosperity but also for social and environmental values and achievements. In an ever-changing business environment, dynamic capabilities are required to sustain performance across these areas. To understand these mechanisms in order to proactively manage them, it is necessary to identify their specific microfoundations and uncover how these relate to sustainability. However, research on sustainability dynamic capabilities in family businesses and their microfoundations is scarce. To address this research gap, we conducted semi-structured interviews with 11 German and Swiss family businesses from different industries of different ages and sizes. Our findings suggest that the majority of dynamic capability microfoundations relate to economic sustainability, with a specific focus on future orientation, traditional mindsets, rapid decision-making, intuition, speed, and resource slack. Further, we find the social aspects of innovative mindsets, human capital investments, and participation to be the specific microfoundations that strongly link with social and, eventually, economic sustainability. However, we did not find specific microfoundations for environmental sustainability.
The scenario technique is widely used to cope with uncertainties plan for alternate future situations. The extensive research led to a scattered literature landscape. To organize the field quantitatively, we conduct bibliometric performance analyses and a bibliographic coupling analysis. Results show an increased interest in scenario research since 2009 and clear distinctions between strategic and operational as well as methodological and applied research. Future research can be expected to further enhance the method towards robust decision making and to combine it with methods searching for most likely scenarios, such as prediction markets, crowdsourcing, and superforecasting. Additionally, cognitive and behavioral aspects of using the scenario technique might draw further attention. The scenario technique is expected to be applied across all industries and will probably play an increasing role in currently underrepresented business functions such as marketing and innovation.
This paper challenges the solely rational view of the scenario technique as a strategy and foresight tool designed to cope with uncertainty by considering multiple possible future states. The paper employs an affordance-based view that allows for the identification and structuring of hidden, emergent attributes of the scenario technique beyond the intended ones. The suggested framework distinguishes between affordances (1) that are intended by the organization and relate to its goals, (2) that emergently generate organizational benefits, and (3) that do not relate to organizational but individual interests. Also, constraints in the use of scenarios are discussed. Affordance theory’s specific lens shows that the emergence of such attributes depends on the users’ specific intentions.
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.
As AI technology is increasingly used in production systems, different approaches have emerged from highly decentralized small-scale AI at the edge level to centralized, cloud-based services used for higher-order optimizations. Each direction has disadvantages ranging from the lack of computational power at the edge level to the reliance on stable network connections with the centralized approach. Thus, a hybrid approach with centralized and decentralized components that possess specific abilities and interact is preferred. However, the distribution of AI capabilities leads to problems in self-adapting learning systems, as knowledgebases can diverge when no central coordination is present. Edge components will specialize in distinctive patterns (overlearn), which hampers their adaptability for different cases. Therefore, this paper aims to present a concept for a distributed interchangeable knowledge base in CPPS. The approach is based on various AI components and concepts for each participating node. A service-oriented infrastructure allows a decentralized, loosely coupled architecture of the CPPS. By exchanging knowledge bases between nodes, the overall system should become more adaptive, as each node can “forget” their present specialization.
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.
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.
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.
Der Wandel zur automatisierten Produktion, die fortschreitende Digitalisierung der Wertschöpfungsprozesse sowie die stetige Implementierung von mobilen Industrial Internet of Things-Technologien (IIoT) in diese zur Unterstützung der Mitarbeiter stellen betriebliche Weiterbildung vor Herausforderungen. Komple-xere Anforderungen und veränderte Tätigkeitsprofile erfordern Handlungskom-petenzen bei Mitarbeitern im Sinne der Fähigkeit, in unbekannten Situationen auf Basis eigenen Könnens handlungsfähig zu bleiben. Jene sowie dafür notwendiges umfassendes Verständnis gegenüber digitalisierten Produktions-prozessen kann jedoch durch konventionelle Lehrmethoden nicht realisiert werden, da diese der erhöhten Anforderungskomplexität und den komplexen Rückkopplungen im Rahmen der Steuer- und Regelkreise nicht gerecht werden können. Diese Aspekte aufgreifend wird im Folgenden ein szenariobasierter Wei-terbildungsansatz für eine Lernfabrik vorgestellt, der insbesondere die Potenziale mobiler IIoT-Technologien zur Ausgestaltung dieser in den Blick nimmt.
Dieses Kapitel diskutiert die Notwendigkeit einer stärkeren Praxisorientierung für die Schaffung konkreter Lehr- und Lernräume 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 Lösungen. 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 Lösung für die intendierte Bereitstellung flexibler Lehr- und Lernsituationen, sondern liefert ebenso Handlungsempfehlungen und Best-Practices für die erfolgreiche Kompetenzentwicklung. Insbesondere Praktiker profitieren von der Darstellung der Lernfabrik: aus dieser können sowohl betriebliche Weiterbildner als auch Geschäftsverantwortliche Implikationen für 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.
Konzeption, Erstellung und Evaluation von VR-Räumen für die betriebliche Weiterbildung in KMU
(2023)
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.
The metaverse is envisioned as a virtual shared space facilitated by emerging technologies such as virtual reality (VR), augmented reality (AR), the Internet of Things (IoT), 5G, artificial intelligence (AI), big data, spatial computing, and digital twins (Allam et al., 2022; Dwivedi et al., 2022; Ravenscraft, 2022; Wiles, 2022). While still a nascent concept, the metaverse has the potential to “transform the physical world, as well as transport or extend physical activities to a virtual world” (Wiles, 2022). Big data technologies will also be essential in managing the enormous amounts of data created in the metaverse (Sun et al., 2022). Metaverse technologies can offer the public sector a host of benefits, such as simplified information exchange, stronger communication with citizens, better access to public services, or benefiting from a new virtual economy. Implementations are underway in several cities around the world (Geraghty et al., 2022). In this paper, we analyze metaverse opportunities for the public sector and explore their application in the context of Germany’s Federal Employment Agency. Based on an analysis of academic literature and practical examples, we create a capability map for potential metaverse business capabilities for different areas of the public sector (broadly defined). These include education (virtual training and simulation, digital campuses that offer not just online instruction but a holistic university campus experience, etc.), tourism (virtual travel to remote locations and museums, virtual festival participation, etc.), health (employee training – as for emergency situations, virtual simulations for patient treatment – for example, for depression or anxiety, etc.), military (virtual training to experience operational scenarios without being exposed to a real-world threats, practice strategic decision-making, or gain technical knowledge for operating and repairing equipment, etc.), administrative services (document processing, virtual consultations for citizens, etc.), judiciary (AI decision-making aids, virtual proceedings, etc.), public safety (virtual training for procedural issues, special operations, or unusual situations, etc.), emergency management (training for natural disasters, etc.), and city planning (visualization of future development projects and interactive feedback, traffic management, attraction gamification, etc.), among others. We further identify several metaverse application areas for Germany's Federal Employment Agency. These applications can help it realize the goals of the German government for digital transformation that enables faster, more effective, and innovative government services. They include training of employees, training of customers, and career coaching for customers. These applications can be implemented using interactive learning games with AI agents, virtual representations of the organizational spaces, and avatars interacting with each other in these spaces. Metaverse applications will both use big data (to design the virtual environments) and generate big data (from virtual interactions). Issues related to data availability, quality, storage, processing (and related computing power requirements), interoperability, sharing, privacy and security will need to be addressed in these emerging metaverse applications (Sun et al., 2022). Special attention is needed to understand the potential for power inequities (wealth inequity, algorithmic bias, digital exclusion) due to technologies such as VR (Egliston & Carter, 2021), harmful surveillance practices (Bibri & Allam, 2022), and undesirable user behavior or negative psychological impacts (Dwivedi et al., 2022). The results of this exploratory study can inform public sector organizations of emerging metaverse opportunities and enable them to develop plans for action as more of the metaverse technologies become a reality. While the metaverse body of research is still small and research agendas are only now starting to emerge (Dwivedi et al., 2022), this study offers a building block for future development and analysis of metaverse applications.
Negotiations are a way of joint decision-making and thereby a form of social conflict. By determining the concrete allocation of scarce resources, negotiations have a great impact on the value creation of companies. If companies succeed in achieving better negotiation results in the long term, they can increase their profitability. Ensuring a company's negotiation success is therefore an organizational issue of central importance. While the question of ensuring individual negotiation success has been the subject and topic of multidisciplinary research for a long time, the question of how organizations can implement and ensure continuous negotiation success remains largely unexplored. This dissertation therefore aims to investigate how companies enable their employees to consistently achieve better negotiation outcomes. It is significant that, in the corporate context, negotiators do not act as individuals but as embedded representatives of an organization, and that negotiations are not one-time events but recurring necessities for the existence of the organization instead. In organizations, those recurring processes with a similar fundamental structure are handled by routines. A planned improvement of routines is often forced by new artifacts. In this context, artifacts refer to human-created technologies with which humans interact within routines and therefore artifacts have a central influence on executing the routine. If negotiation activities in companies are represented by organizational routines, one central issue for improving companies’ negotiation performance is the artifacts’ incorporation into organizational negotiation routines that facilitate the efficient application of the insights from negotiation research. The dissertation consists of three studies that were written as research papers to examine artifacts in the organizational negotiation context. The first study focuses on the pre-negotiation stage and presents four tools to assist negotiation practitioners in efficiently preparing for negotiation. The study examines the negotiation preparation’s effectiveness and efficiency and the negotiation outcome in a case-based experiment. The second study is devoted to a closer examination of the barriers that inhibit the adoption of negotiation support systems (NSSs) as one kind of organizational negotiation artifact. The investigation is conducted using a structural equation model based on information from participating practitioners. The third study is concerned with the future of negotiation support system research. An exploratory study based on qualitative in-depth interviews with proven and published experts in the field aims to evaluate the current state of research. The general discussion of the dissertation connects, summarizes, and concludes the study results and derives implications for practice, limitations, and future research ideas.
Despite energy efficiency measures, global energy demand has gradually increased due to global economic growth and changes in consumer behavior. Even if people are aware of the problem and want to change their energy consumption, they have difficulty acting on their attitudes. This is called the attitude-behavior gap. To narrow this gap and reduce energy consumption and CO2 emissions, behavioral interventions beyond technological advances must be considered. A promising intervention is nudging, which uses insights from behavioral economics to gently nudge individuals toward more sustainable choices. In this study, we investigate how modifying digital choice architectures with nudges can be used to influence consumer energy conservation behavior in smart home applications (SHAs). We conducted an online experiment with 391 participants to test the effectiveness of the following three digital nudges in an SHA: self-commitment, reminder, and social norm nudge. While the results of a structural equation model indicated no effect on bridging the gap between attitude and behavior, we found the potential to promote energy conservation with two nudge types. Thus, this paper makes substantial contribution to persuasive and information systems-enabled sustainability for a better world in the form of digital nudges for emerging technologies.
Purpose Paradoxical leadership (PL) is an emerging perspective to understand how leaders help followers deal with paradoxical demands. Recently, the positive relationship between PL and follower performance was established. This paper builds on and extends this research by interpreting PL as sensegiving and developing theory about mediation in the relationship between PL and adaptive and proactive performance. Design/methodology/approach The paper develops a new measure for PL as sensegiving and provides a test of the mediation model with data from two different sources and two measurement times in a German company. Findings Multilevel mediation analysis (N = 154) supports the mediation model. Originality/value The paper presents sensegiving about paradox as a core element of PL, which informs the choice of change-readiness as mediator. This study also develops and validates a scale to measure PL in future research.