Search results for "critical incident"

showing 10 items of 21 documents

Vastuullinen johtajuus esimies-alaissuhteessa

2015

Responsible leadership in the leader-follower relationship The article advances our knowledge and understanding of responsible leadership in the organizational context. Responsible leadership is investigated from an ethical viewpoint as a dyadic relationship between a leader and a follower. The study defines the principles of responsible leadership as well as situations in which the application of the principles is appropriate. Additionally, the study explores the ob- ligation to act according to the principles and the way in which it is formed in the relationship. An empirical qualitative study including 22 individuals was conducted. The participants viewed the topic from both the leader’s…

leadershipsisällönanalyysiresponsible leadershipalaisetvastuullisuusesimies-alaissuhdequalitative analysisorganizationetiikkacritical incidentjohtajuusjohtajat
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Role of situational context in use continuance after critical exergaming incidents

2019

Use continuance is crucial in terms of information systems (IS) success. Previous research has shown that situational context can be central for IS use continuance but has paid limited attention to its specific characteristics. Furthermore, the link between situational context and use continuance has remained unexplored in the novel area of “exergames,” which are defined as digital games requiring physical effort from the player that determines the outcome of the game. Studying exergames is deemed important due to their potential in providing health benefits for users, revenues for providers, and well‐being for societies. However, their potential remains unreached because users tend to disc…

liikuntateknologiaComputer Networks and Communicationsdigital gamesApplied psychologyexergaminginformation systemsuse continuancecritical incident techniquesituational contextInformation systemContinuancePsychologyCritical Incident Techniquedigitaaliset pelitSoftwaretietojärjestelmätkäyttäjätutkimusInformation SystemsInformation Systems Journal
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Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality

2016

Pokémon GO, an augmented reality mobile game, captured the attention of millions of people around the world in July 2016. Various sources from around the globe have reported both positive and negative incidents and outcomes related to the game. Some of the incidents have been particularly remarkable for the player, i.e., critical incidents. A critical incident is a single experience, which a person perceives or remembers as unusually positive or negative. Critical incidents typically are highly influential for human behaviour, and thus, important to study. Playing augmented reality games can take place in varying situational contexts. Situational context includes information that can be use…

mobile gamingvuorovaikutusInternet privacyGlobeinteraction050801 communication & media studiesContext (language use)Sample (statistics)critical incidentsMetaversepaikkacontexts0508 media and communicationssituational contextplace0502 economics and businessmedicineSituational ethicslisätty todellisuusSocialityta113Pokemon GObusiness.industry05 social sciencessosiaalisuussocialityexergamingObject (philosophy)mobile gameaugmented realitymedicine.anatomical_structurereasons050211 marketingAugmented realitybusinessPsychologySocial psychologyJournal of Virtual Worlds Research
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User behaviours after critical mobile application incidents : the relationship with situational context

2017

Users occasionally have critical incidents with information systems (IS). A critical IS incident is an IS product or service experience that a user considers to be unusually positive or negative. Critical IS incidents are highly influential in terms of users’ overall perceptions and customer relationships; thus, they are crucial for IS product and service providers. Therefore, it is important to study user behaviors after such incidents. Within IS, the relationships between the situational context and user behaviors after critical incidents have not been addressed at all. Prior studies on general mobile use as a related research area have recognized the influence of the situational context,…

mobile servicecomplaintscritical incidentkontekstiword-of-mouth [use continuance]
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Reasoning of using causation and effectuation logic : implications on start-up performance and internationalization

2018

New start-up companies are the basis for expansive companies. Expansive companies are extremely important for employment and for business growth. For this reason, it is important to know the processes how start-up companies are built up. In this research, the relations between prior entrepreneurial experience, prior international experience, effectuation and causation, financial performance and degree of internationalization were studied among the Finnish knowledge intensive business services (KIBS) start-up companies. The research utilized mixed methods and comprised of two parts, qualitative and quantitative parts. The former part included setting the research propositions based on the li…

prior entrepreneurial experienceinternational experiencestart-upyrittäjätcritical incidents techniquetuloksellisuuspäätöksentekoKIBSESEMstartup-yrityksetcausationfinancial performancekokeneisuustietoyrityksetkasvuyrityksetSEMinternationalizationeffectuationkansainvälistyminenqualitative researchquantitative research
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Exploring the critical incident technique to encourage reflection during project-based learning

2017

Previous research has reported on the challenge of promoting students' generic reflection during authentic project-based courses. This work explores a teaching intervention based on Flanagan's Critical Incident Technique (CIT) during a project-based software development course. The intervention aims at increasing students' awareness of their own learning and at encouraging reflective practice throughout the project. Students were asked to report on 'incidents' when they experienced learning during the course, and to reflect on the task itself at the end of the course. The present study focuses on how students approached the incident reporting task and how they perceived it. The results indi…

project based learningoppiminenReflective practice02 engineering and technologyTask (project management)Intervention (counseling)PedagogyComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringta516Reflection (computer graphics)ta113Medical educationbusiness.industry05 social sciencesSoftware developmentprojektioppiminen050301 education020207 software engineeringProject-based learningprofessional competencieskriittinen ajatteluWork (electrical)computing educationammatillinen kehitysPsychologybusiness0503 educationCritical Incident Techniquereflektioreflection
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Kritisku gadījumu analīze 11. klases skolēnu pašrefleksijas prasmju attīstībā angļu valodas stundās

2016

Darba mērķis ir izpētīt, kā kritisku gadījumu analīze ir izmantojuma 11. klases angļu valodas (kā svešvalodas) stundās, lai veicinātu skolēnu pašrefleksijas prasmes. Pētījumā piedalījās divdesmit divi 11. Klases skolēni un viens skolotājs. Pētījums noformēts kā skolotāja portfolio. Darba praktiskā daļa pamatota ar teorētiskiem pētījumiem. Pētījumā nepieciešamie dati iegūti, veicot skolēnu aptaujas, individuālās un grupu intervijas, skolēnu pašrefleksijas žurnālu un analizējot skolēnu rakstiska atsauksmes. Lai attīstītu skolēnu pašrefleksijas prasmes un nosacījuma palīgteikumu (conditional phrases) lietojumu, pētījumā tika izmantota Flanagana (Flannagan, 1954) un Tripa (Tripp, 1993) attīstīt…

self-reflectonEnglish as a foreign languagecase studyPedagoģijacritical incident analysissecondary education
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How Students Get Going : Triggers for Students’ Learning in Project-Based Education

2018

Repeatedly documented positive student responses to project-based learning during its decades-long tradition in CS attest to the effectiveness of learning by doing. Support for reflective learning nevertheless continues to be a topic worth studying because the intensity of project work together with a high technical orientation among CS students often complicate reflective practice. A critical incident-inspired assignment was added to a project-based course to support reflective practice in spring 2017. In a previous study, the authors analyzed how students approached the assignment and whether they found it supportive for learning. The present study content-analyses the situations that tri…

ta113Computer sciencegovernment.form_of_governmentReflective practice05 social sciences0211 other engineering and technologiesprojektioppiminen050301 education02 engineering and technologyProject-based learningLearning-by-doing (economics)Work (electrical)Project basedproject-based learningMathematics educationgovernmentlearning triggersStudent learning0503 educationCritical Incident Techniquereflektio021106 design practice & managementIncident reportreflection
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Consumer value of camera-based mobile interaction with the real world

2013

Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…

ta113MultimediaComputer Networks and CommunicationsComputer sciencemedia_common.quotation_subjectContext (language use)computer.software_genreComputer Science ApplicationsHardware and ArchitectureHuman–computer interactionExcellenceState (computer science)ta512computerCritical Incident TechniqueValue (mathematics)Mobile interactionSoftwareInformation SystemsValue frameworkActual usemedia_commonPervasive and Mobile Computing
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Behavior change types with Pokémon GO

2017

Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…

ta520behavior changedigital gamingaugmented reality games050801 communication & media studiesSample (statistics)computer.software_genreexergamesEntertainmentPokémon GO0508 media and communicationscritical incident techniquebehavior change support systemtäydennetty todellisuus0502 economics and businessta616ta113Multimedia05 social sciencesBehavior changeProcedural rhetoricPopularityprocedural rhetoriclocation-based games050211 marketingAugmented realityPsychologyCritical Incident Techniquecomputerdigitaaliset pelitQualitative researchCognitive psychology
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