Search results for "Information system"
showing 10 items of 2404 documents
Teaching and learning business ethics in a multicultural group
2017
Building on a constructivist learning theory and a case teaching method, this article suggests a mixed learning approach for teaching business ethics in a multicultural group. The purpose is to present the objectives and implementation of the mixed learning approach in a case course with a multicultural group. Based on the students' feedback, we also analyse and discuss the effects of the mixed learning approach on students' learning experiences. The article contributes to the growing stream of literature on business ethics teaching in higher education by presenting an approach that allows teachers and students to join in constructive knowledge creation in a multicultural group. In so doing…
Flipping and Blending : An Action Research Project on Improving a Functional Programming Course
2016
This article reports on an action research project on improving a functional programming course by moving toward a practical and flexible study environment—flipped and blended classroom. Teaching the topic of functional programming was found to be troublesome using a traditional lectured course format. The need to increase students’ amount of practice emerged while subsequent challenges relating to students’ independent practical coursework were observed. Particular concerns relating to group work, learning materials, and the attribute of flexibility were investigated during the third action research cycle. The research cycle was analyzed using a qualitative survey on students’ views, teach…
Using a game environment to foster collaborative learning: a design‐based study
2011
Designing collaborative three‐dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the ‘design‐based research’ methodology are described; these have been used to support collaborative learning in the vocational context. The aim of the empirical study is to determine, firstly, what kinds of design elements were essential from the point of view of the collaboration, and secondly, what kinds of discussions students engage in during the game. In this study, three essential features of design elements stood out. Firstly, the scripted tasks have to require true c…
Collaborative 3D learning games for future learning: teachers’ instructional practices to enhance shared knowledge construction among students
2013
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen in-depth understanding of learners. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have examined what constitutes the teacher’s role in games. The focus of this paper is to investigate teachers’ real-time instructional activities in a scripted 3D game setting. Our hypothesis is that groups with real-time teacher instruction will come up with more shared knowledge construction that can be considered productive than groups studying withou…
2020
Despite the positive aspects of information technology (IT) use, it is common for users to experience negative IT incidents. Examples of negative IT incidents include getting lost in an unfamiliar country due to a dysfunctional map application and missing a monetary insurance benefit due to the failure of an activity tracker application. Such incidents can harm IT providers by giving rise to user dissatisfaction, discontinued use, switching, and negative word-of-mouth. To minimize this harm, it is important to understand how users cope after negative incidents. Specifically, information systems (IS) researchers have called for research that uncovers the complex interplay of IT users’ coping…
Deliberate or Instinctive? : Proactive and Reactive Coping for Technostress
2019
Employees in organizations face technostress that is, stress from information technology (IT) use. Although technostress is a highly prevalent organizational phenomenon, there is a lack of theory-based understanding on how IT users can cope with it. We theorize and validate a model for deliberate proactive and instinctive reactive coping for technostress. Drawing from theories on coping, our model posits that the reactive coping behaviors of distress venting and distancing from IT can alleviate technostress by diminishing the negative effect of technostress creators on IT-enabled productivity. The proactive coping behaviors of positive reinterpretation and IT control can help IT users by in…
Taking on the “Dark Side”–Coping With Technostress
2020
Technostress is stress that individuals experience due to their use of information technology. It is associated with critical workplace consequences including reduced productivity. While the negative consequences are well known, what is less understood is how individuals can cope with technostress to alleviate them. We report on two studies that explain how organizational IT users can cope with technostress. The first is a qualitative study conducted in the U.K., by interviewing thirty executives/knowledge workers. Here, we identified seven coping behaviors that individuals engage in, in response to technostress. The second is a survey of 846 U.S. employees who use IT in their workplace. He…
Understanding the inward emotion-focused coping strategies of individual users in response to mobile malware threats
2021
According to coping theory, individuals cope with information system threats by adopting either problem-focused coping (PFC) or emotion-focused coping (EFC). However, little is known about EFC in the information security (ISec) literature. Moreover, there is potential confusion regarding the meaning of some EFC strategies. Hence, ISec scholars and practitioners may (i) have a narrow view of EFC or (ii) confuse it with other concepts. In this study, we offer one response to this issue. We first address the ambiguity regarding EFC before differentiating five inward EFC strategies and assessing them empirically in the mobile malware context. To the best of our knowledge, this study is the firs…
Unauthorized copying of software and levels of moral development: a literature analysis and its implications for research and practice
2004
. Several approaches for and against the unauthorized copying of software have been proposed. These approaches can be divided into two categories: moral reasoning and solution. These categories of approaches to unauthorized copying of software are scrutinized in the light of Kohlberg's theory of Cognitive Moral Development. The results suggest that most approaches presenting solutions to unauthorized copying of software have focused attention on the lower levels of moral development, while approaches at the highest stage are few and far between. No single approach covers all the stages of moral development. The implications of this analysis for practice and research are discussed.
Overview of Telecom Operator Software Market
2009
Telecommunications is an essential enabler of modern societies and a global vertical industry, providing communication and information services, with its annual revenue of over trillion euros. In this book, a company providing these services is referred to as a telecom operator or communications service provider (CSP). CSPs create value by offering connectivity to and via an infrastructure of networks for transferring signals. The core business processes in a telecom operator company therefore revolve, on one hand, around physical networks and their maintenance, and on the other, managing their customers and their use of the connectivity services over the networks.