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1 – 10 of 73Kung Wong Lau and Pui Yuen Lee
The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive…
Abstract
Purpose
The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive message from the employers. Meanwhile, the platforms of serious games had been changing from television to mobile, and currently moving to the immersive platforms. This paper aims to deepen the understanding of employees’ satisfaction, perception and expectation towards the use of serious games for training in business practices.
Design/methodology/approach
A quantitative survey with a 20-item questionnaire and a serious game have been used for collecting 57 DN’s opinions on the five significant features, and they are visualization, enjoyment, interactivity, immersion and communication.
Findings
The results found a significant gap between DN’s expectation and perception.
Originality/value
Researcher suggests that employers should consider the application of a friendly interaction design and cognitive control system in creating serious games for training design.
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Kung Wong Lau, Pui Yuen Lee and Min Ying He
The purpose of this study is to explore the potential of immersive situated learning with adoption of 360-degree videos in organizational learning improvement.
Abstract
Purpose
The purpose of this study is to explore the potential of immersive situated learning with adoption of 360-degree videos in organizational learning improvement.
Design/methodology/approach
A quasi-experimental research method was used to investigate employees’ learning achievement. A criterion-referenced assessment scale was chosen to exam their learning progress on Omni-channel retailing practices and knowledge after 12 h in four weeks, from four perspectives including professional knowledge, problem-solving, independent learning, and critical reflection.
Findings
The result shows us the significant enhancement of employees’ learning outcomes when using virtual reality (VR), compared with traditional apprenticeship practices.
Originality/value
This study reinforces the opinion that situated learning approaches with 360-degree videos evoke employees to explore new learning behaviors and experience and make proactive adjustments on their own learning pace, based on the view from prior study that VR in situated learning can enrich learning experience.
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This paper aims to discuss and propose the potential use of immersive virtual environments (IVEs) for archiving and collecting heritage gameplay activities in digital libraries…
Abstract
Purpose
This paper aims to discuss and propose the potential use of immersive virtual environments (IVEs) for archiving and collecting heritage gameplay activities in digital libraries, which is expected to triangulate further discussions on the said knowledge scopes.
Design/methodology/approach
The key question of this paper is, how we can preserve and revitalize fading heritage game activities in digital libraries? To answer this, the paper is going to understand the applications of IVEs in heritage studies; the use of telepresence experiences in IVEs for activity-based collection; the creation of virtual and telepresence experiences in digital libraries; and a proposed use of IVEs for archiving heritage gameplay activities.
Findings
The applications of IVEs and/or other virtual technologies have certainly been gaining positive feedback about their ability to provide vivid images of artefacts and art pieces; perform a high level of interactivity between the exhibits and visitors; enhance visitors’ sense of immersion that evoke their memories of heritage issues; facilitate visitors’ learning process in libraries; increase enjoyment in digital libraries. As mentioned in the previous section, the activity-based historical collection, for instance, the heritage gameplay activities, can be preserved and archived vividly using IVEs.
Research limitations/implications
This paper is explorative, there is no empirical result for generalization.
Originality/value
This paper aims to provide librarians with valuable insight to apply IVEs for archiving and collecting heritage gameplay activities. Setting up a new type of digital library is affected greatly by the openness of librarians, visitors’ expectations and a whole lot of things that are happening around the technological world and digital culture. This paper addresses the applications of IVEs in heritage studies, the importance of creating virtual and telepresence experiences for library visits as well as proposing the use of IVEs for archiving heritage gameplay activities.
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Pui Yuen Lee and Kung Wong Lau
Appropriate and deliberate use of drug prevention methods is the key to educating children about the dangers of addiction and the way of prevention. With the growing prevalence of…
Abstract
Purpose
Appropriate and deliberate use of drug prevention methods is the key to educating children about the dangers of addiction and the way of prevention. With the growing prevalence of digital games among youngsters, health education and communication among children can try adopting advergames on digital television instead of traditional media, which has also been supported by prior research. It is, therefore, this research attempts to apply digital games as a means of health promotion and carry drug prevention messages through digital gameplay. Based on behavioral models, this research investigated the communication design and effectiveness of advergames for children's health promotion.
Design/methodology/approach
Two studies were conducted in this research. In Study 1, the research team investigated how public health message was assimilated into advergames, which affect the health behaviors of children, they are (1) Knowledge about Drug, (2) Attitude Toward Drug and (3) Perceived Severity toward Drug-abuse. In Study 2, this research investigated the effects of the advergames on children through a between-group experiment. A pre-test/post-test for the control group and experimental group with 180 primary school children in Hong Kong was conducted.
Findings
The finding showed the potential use of advergames in health communication among children. The result proved that the anti-drug advergame is a more successful intervention among the participating children in the experimental group than the control group. The result triggers further investigations in academic, professional and educational values for advergames design, health education and communication areas.
Research limitations/implications
Because of the chosen small sampling locally in Hong Kong, the research results may lack generalizability for other countries or practices.
Practical implications
The study evokes children's awareness of drug prevention, encourages their physical and emotional wellness, and finally advocates a healthy lifestyle for them, through the deployment of health game communication.
Originality/value
Despite this research studied the use of advergames, instead of digital games in general, for health promotion and delivering drug prevention messages. The research design distinctively allowed the primary students to participate in the design of the advergames instead of being passive players and/or in the information delivery process. This approach is indeed a pioneer attempt in that limited practice has been found academically. The study expands academic and practical knowledge on health game communication.
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Kung Wong Lau, Chi Wai Kan and Pui Yuen Lee
The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development…
Abstract
Purpose
The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced.
Design/methodology/approach
To implement the suggested educational approaches of SCL, a set of teaching and learning materials with emphasis on the application methods was revised from the existing subjects. The architecture of SCL includes building of virtual objects with the Autodesk software Maya and designing of interactivity by using Unity, a game engine system. Prototype version of the SCL has been passed to selected academic colleagues and students for further evaluation and application feedback.
Findings
Textile students can conduct laboratory experiments associated with coloration and finishing of textile technologies in a stereoscopic 3D and multisensory laboratory, and hence enhance their learning experience. With the use of SCL, students can learn relevant experiment tools, experimental processes, procedures, and safety and health precautions.
Originality/value
There is very limited educational or training approach in applying stereoscopic virtual reality in teaching activities. In the area of textile experiment, the authors could say it is virtual and does not exist in current research domains.
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Kung Wong Lau, Pui Yuen Lee and Yan Yi Chung
Organizational learning is traditionally structured with conventional in-house learning models aiming to equip employees with practical skills for operational needs. In contrast…
Abstract
Purpose
Organizational learning is traditionally structured with conventional in-house learning models aiming to equip employees with practical skills for operational needs. In contrast, contemporary goals emphasize unstructured organizational learning provided with learning environments to facilitate employees’ formal and informal knowledge creation. Therefore, the conventional organizational learning models are facing tremendous challenges, and it is crucial to change the traditional modes of practice into a new approach of collective learning and knowledge transfer. As well, the emergence of innovative business environments and tacit knowledge-based society urges a new form of organizational learning model to cope with employees’ learning, knowledge transfer and even knowledge management. The paper aims to discuss these issues.
Design/methodology/approach
In this study, the authors’ team applied a typological review for systematically analyzing current organizational learning models aiming to modify and create a new collective model.
Findings
The new model covers the strengths of existing approaches from which the fundamental 3Ps (i.e. principles, purposes and processes of organizational learning) concept is derived from incorporating a development perspective of organizational trajectories and technological innovations.
Originality/value
The authors envisage that the new model can facilitate organizations to assess and adapt their organizational learning needs and orientations by applying this organic and dynamic model which emphasizes assessment in relation to the competitive environment, technological trends and organizational growth.
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Pui Yuen Lee and Kung Wong Lau
The rise of social media marketing has brought significant implications for advertising industry and its organizations. The traditional role of advertising professionals had been…
Abstract
Purpose
The rise of social media marketing has brought significant implications for advertising industry and its organizations. The traditional role of advertising professionals had been changing from a clear identity to an unclear one. However, previous research has studied relatively little about advertising professionals’ roles and identities or how they may be changing in the social media marketing era. The paper aims to discuss these issues.
Design/methodology/approach
A qualitative, interpretive approach was taken in this study. It involved 32 in-depth interviews with advertising professionals in advertising organizations differing in size, digital focus and ownership in different multinational full-service advertising organizations and digital organizations.
Findings
The findings indicated that the role of advertising professionals is innovating from a traditional “idea generator” to a “solution facilitator” in response to the social media marketing.
Originality/value
This study identified the key experiences of advertising professionals that they were found to have divergent role identities linked to their identification with traditional and digital organizations.
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Employees’ creativity competency is indeed an unstable, but powerful tool in any development and enhancement of business in creative industry. To understand employee’ assumptions…
Abstract
Purpose
Employees’ creativity competency is indeed an unstable, but powerful tool in any development and enhancement of business in creative industry. To understand employee’ assumptions on creativity is crucial for creative industry in recruiting creative personnel, developing organizational creativity training programmes as well as nurturing a creative organization. The paper aims to discuss these issues.
Design/methodology/approach
This paper aims to explore some basic assumptions of creativity competency by analysing literatures and creative employees’ feedback from a pilot study. This paper is neither going to define creativity accurately nor measuring employees’ creative outcomes for creative organizations, but rather to understand some basic assumptions of creativity competency in order to trigger further studies in organizational studies.
Findings
A pilot investigation has been done to investigate employees’ assumptions of creativity competency, and their expectation of the design of organizational creativity training programmes. The findings of this investigation have contributed to furthering the discussion and development in organizational studies and professional training programmes in creative industry.
Originality/value
Creativity and its training is getting important in developing learning organization nowadays. This paper is a study of the assumptions of employees in creative industry. This fundamental understanding of their assumption is essential for developing organization training and learning models in the future.
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This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual…
Abstract
Purpose
This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or professional studies, there is hitherto, very limited research has been found in understanding the framework of distributed organizational learning in stereo3D virtual reality.
Design/methodology/approach
The aim of this research is to investigate the employees’ learning achievement in both the conventional in-house training program and distributed organizational learning approach in a designed stereo3D virtual reality to deepen our understanding of this undiscovered framework. In all, 76 employees from local fashion and apparel organizations were recruited in this empirical study. The quasi-experimental method was adopted to compare the experimental and control groups. The criterion-referenced assessment scale was applied as a post-test to assess employees’ learning achievement in a customer service management training course. A tailor-made stereo3D virtual learning environment was established to conduct the virtual training program.
Findings
Surprisingly, the results of this research found no significant difference in both the groups, which indicates that, nowadays, the two completely different learning formats have become similar in organizational learning practices.
Originality/value
This research, therefore, suggests a new organizational learning framework with three components: a blended in-house training, a distributed enhancement program in stereo3D virtual reality and an organizational memory system.
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