Fischer et al. (2022) present a framework for rethinking education, including broad design components such as learning-on-demand or learning takes place in the context of…
Abstract
Purpose
Fischer et al. (2022) present a framework for rethinking education, including broad design components such as learning-on-demand or learning takes place in the context of authentic problems. How can we bring those design components into practice? I argue that the design of innovative learning approaches for the digital age requires rigor in design and evaluation methods to understand what works and how and why it works.
Design/methodology/approach
This case study applies the research to improve approach with iterative steps of design, development, and formative evaluation. Methods to be used are borrowed from user and learning experience fields, such as usability studies and pre/posttests for learning growth.
Findings
The design of digital learning experiences rests on the three dimensions of how learners interact with (a) the digital tool, space, or service; (b) the pedagogical elements of goals, activities, and assessments (e.g. sense-making); and (c) other peers or instructors.
Originality/value
This study provides useful insights on how to conduct research to improve versus research to prove and indicates the importance of data analysis related to the effectiveness, efficiency, and attractiveness of digital learning experiences. Learning experience design and research provides sufficient rigor and could play an important role in new ways of learning in the digital age with the goal “making learning a part of life” as pointed out by Fischer et al. (2022).
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Thomas Herrmann, Kai‐Uwe Loser and Isa Jahnke
The purpose of this research is to show that for the successful development of socio‐technical systems it is essential that various stakeholders are able to integrate their…
Abstract
Purpose
The purpose of this research is to show that for the successful development of socio‐technical systems it is essential that various stakeholders are able to integrate their different knowledge and perspectives. A method that supports knowledge integration in the course of introduction and development of socio‐technical systems is the Socio‐technical Walkthrough (STWT). The paper describes the characteristics of the STWT method and the potential to support knowledge integration.
Design/methodology/approach
The theoretical approach of the STWT is closely related to the notion of socio‐technical systems. Starting with the historical development of this term, the authors saw the necessity to adopt elements of newer system theory so as to achieve a better understanding of the conditions under which a social system and a technical system can be integrated. Based on two empirical case studies (university library/logistic enterprise goes Web) the authors show empirical evidence, that the STWT is especially suitable when supporting certain kinds of knowledge integration.
Findings
The STWT is a method which is flexible and has the ability to integrate different viewpoints, to document the results of this integration, and to promote the development of a socio‐technical system which follows common design principles. Using two empirical case studies, the authors derived a list of categories which characterize the knowledge which should be integrated when a socio‐technical system is developed (e.g. agreements concerning the usage of a software system). Those elements of the STWT method which have a positive effect on knowledge integration are highlighted (e.g. continuously combining communication processes and graphical documentations).
Originality/value
Further research is necessary so as to understand how the exchange of knowledge and its integration takes place during workshops to design sociotechnical systems and how the methods can be improved and become more reliable. There also has to be a better understanding of the effect of different kinds of diagrammatic representations and the ways to refer to the representations during an STWT.
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Soud Mohammad Almahamid, Nehal Almurbati, Adel Ismail Al-Alawi and Mohammed Al Fataih
The study aims to develop an integrated model for three-dimensional (3D) printing adoption in the Gulf Cooperation Council (GCC) context to form a baseline for more theoretical…
Abstract
Purpose
The study aims to develop an integrated model for three-dimensional (3D) printing adoption in the Gulf Cooperation Council (GCC) context to form a baseline for more theoretical and empirical debate from emerging markets.
Design/methodology/approach
A qualitative approach with a convenience sample is adopted since there is no formal body that has accurate data about the number of companies, governmental bodies, nongovernmental organizations, universities, labs, etc. that already have adopted 3D printing.
Findings
The results indicate that the technological usefulness of 3D printing and its ease-of-use factor were found to be lacking among community members and governmental officials. Yet, these factors were the most influential factor affecting the spread of 3D printing technology adoption in the GCC countries. Nevertheless, the adaptation of 3D printing is not yet at the level of its global markets, nor is it used within leading companies’ assembly lines. In addition, the 3D printing awareness and use increased during the COVID-19 pandemic. Yet, the adaptation rate is still below expectations due to several challenges that face the growth of the 3D printing market in the GCC countries. The most vital challenge facing 3D printing growth is manifested in governmental policies and regulations.
Practical implications
Companies’ managers can benefit from the current study results by focusing on the factors that facilitate 3D adoption and avoiding bottle-neck factors that hinder the speed of the 3D adoption. 3D providers can also benefit by understanding the factors that affect 3D adoption and designing their machine and marketing strategy in a way that helps the intended companies to easily adopt 3D printing.
Originality/value
To the best of the authors’ knowledge, this is the first study that explored 3D printing adoption on the GCC countries’ level. It also adds a new flavor to the literature by exploring 3D adoption during the COVID-19 crisis.
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Joohye Hwang, Tracie Tung and Hira Cho
The study aims to examine fast fashion consumers' negative in-store experiences focusing on the effect of the two store environment factors, product overload and store ambiance…
Abstract
Purpose
The study aims to examine fast fashion consumers' negative in-store experiences focusing on the effect of the two store environment factors, product overload and store ambiance, on their confusion and consequent shopping avoidance behavior.
Design/methodology/approach
A research model of fast fashion consumers' confusion and store avoidance behavior is proposed using the Stimulus–Organism–Response framework. A pretest and the main online survey with 281 samples are analyzed, and the structural equation modeling (SEM) is conducted to test the proposed model.
Findings
The SEM results support the proposed paths statistically. Consumers' confusion, measured with the two dimensions, inefficiency and helplessness, is significantly influenced by their perceived product overload and negative perception of store ambiance in the fast fashion shopping environment. Subsequently, fast fashion consumers' confusion results in less time spent in the store.
Originality/value
The study sheds light on utilitarian shopping value in the fast fashion shopping environment by focusing on the fast fashion consumers' confusion in association with overloaded information caused by too many products and store ambiance.
Research limitations/implications
The study implies that improving fast fashion stores' inherent issues with too many products and store ambiance might help consumers mitigate their confusion and prevent customer attrition. However, the study includes only two factors. Future studies may include other various fast fashion store factors. Additionally, one of the dimensions of confusion, irritation, did not emerge in this study. More work is needed to investigate fast fashion consumers' confusion, such as using a multigroup analysis by age.