Search results for "edge"
showing 10 items of 3866 documents
The ‘magic square’: A roadmap towards emotional business intelligence
2014
Emotions are known to be an important driver in human behaviour and decision-making. In the business world, there is a growing belief that emotions are not an obstacle but rather an enabler for a successful business. Business intelligence (by providing analytical processing and convenient presentation of a business data) traditionally supports rational decision-making. However, opposite to former opinion that all decisions should be ‘cleansed’ of emotions, there are more and more indicators of the need for solutions supporting also emotional decision-making. The domain of emotional business intelligence, suggested in this paper, concerns emotional and emotion-aware decisions, intuition, inn…
Knowledge Discovery from the Programme for International Student Assessment
2017
The Programme for International Student Assessment (PISA) is a worldwide study that assesses the proficiencies of 15-year-old students in reading, mathematics, and science every three years. Despite the high quality and open availability of the PISA data sets, which call for big data learning analytics, academic research using this rich and carefully collected data is surprisingly sparse. Our research contributes to reducing this deficit by discovering novel knowledge from the PISA through the development and use of appropriate methods. Since Finland has been the country of most international interest in the PISA assessment, a relevant review of the Finnish educational system is provided. T…
Supporting Creativity and Learning at Work : Practices and Structures from Growth Companies
2021
The constant change embedded in contemporary working life requires employees and organisations alike to continuously learn and, simultaneously, adapt and be creative. The potential to attract, manage and engage creative people, as well as support learning, has become increasingly important in organisational contexts. It is essential to recognise what the underlying learning theories are and how they connect with the current understanding of creativity. It is also important to study different manifestations of creativity and learning and reactively and proactively discover ways of supporting and developing both aspects in contemporary organisations. In this chapter, we first present our appr…
The effect of culture on requirements: a value-based view of prioritization
2015
This paper examines how culture affects requirements and their prioritization. We analyze the requirements of a mobile service, which were collected from Helsinki, Hong Kong, and Las Vegas. We argue that the current prioritization techniques for requirements do not sufficiently account for the cultural effects, nor does the literature offer information on ways of prioritizing such requirements according to users’ values. We see this as problematic because the literature suggests that culture should be viewed as a set of values. Our findings support the argument that we should use a value-based approach in prioritizing requirements. Furthermore, by focusing on the links between needs and val…
Extending the international new venture phenomenon to digital platform providers : A longitudinal case study
2018
People increasingly interact with services enabled by digital platforms. This has been a consequence of the digitalization of artifacts, which has transmuted traditional businesses into digital forms. With the increasing digitalization and modularization of services, digital platforms have given many digital service providers possibilities to scale globally, and to rapidly transcend national borders by serving multi-sided markets. However, we still know very little about how digital platform providers actually internationalize their services, or how they make their platforms available for global markets. In this paper, we contribute to the increasing literature on digital-based INVs, examin…
A fuzzy framework to evaluate service quality in the healthcare industry: An empirical case of public hospital service evaluation in Sicily
2016
A novel fuzzy framework is considered to analyze healthcare service quality.The fundamental quality structure of healthcare service delivered in Sicily is described.The public healthcare in Sicily (Italy) is strategically analyzed.Strategic stakeholders' oriented implications for healthcare improvements are given. A novel fuzzy evaluation framework is applied in this study to evaluate service quality in the public healthcare sector. In particular, the proposed framework is based on the ServQual disconfirmation paradigm and incorporates the Analytic Hierarchy Process (AHP) method to elicit reliable estimations of service quality expectations. Moreover, degrees of uncertainty, subjectivity an…
Techno-Trust and Rational Trust in Technology – A Conceptual Investigation
2018
Part 2: Methodological; International audience; Trust is essential when using technology. If people do not trust new technology, they do not accept it. If people do not accept new technologies such as autonomous ships, their development is hampered in the absence of financial support. The importance of trust brings into question the essential conceptual components of phenomena that contribute to trust. This knowledge is required for the basis of investigating trust in technology. Especially, it is important to understand why humans trust. The reasons can be intuitive but they can also be supported by rational arguments. The latter type of trust can be called rational trust. A beneficial way…
Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness
2015
This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …
How to Raise Different Game Collaboration Activities : The Association Between Game Mechanics, Players' Roles and Collaboration Processes
2018
Background. Designing collaborative three-dimensional (3D) learning games is one way to enhance the quality of learning and respond to the needs of working life. However, there is little research on how to apply different game mechanics to support different educational aims.Aim. This study determines how game mechanics implemented within computer-supported collaboration roles (scripted vs. emergent) are associated with the emergence of collaboration.Method. The research at hand applies both qualitative and quantitative content analysis. The target group consisted of 15 vocational school students. The data were gathered by recording the groups’ discussions and saving the game logs. A total o…
Intention to use mobile customer relationship management systems
2014
Purpose – The purpose of this paper is to investigate the behavioral intentions of business-to-business (B2B) sales managers to use mobile customer relationship management (CRM) systems in the course of their day-to-day activities. Design/methodology/approach – An extended Technology Acceptance Model (TAM) of mobile CRM system adoption is developed and tested with data from 105 international sales managers representing five B2B companies. Findings – The study extends the TAM framework with three additional constructs derived from mobile technology and sales force automation literature, namely personal innovativeness in the domain of IT, perceived risk, and perceived reachability. The model…