Erastus Karanja and Laurell C. Malone
Although project management (PM) continues to rise in popularity, there is still a significant PM talent deficit, leading to more challenged or failing projects. To lower the PM…
Abstract
Purpose
Although project management (PM) continues to rise in popularity, there is still a significant PM talent deficit, leading to more challenged or failing projects. To lower the PM talent deficit and mitigate the higher project failure rates, academic institutions have been developing PM curriculums aimed at inculcating a repertoire of competencies to the potential project managers. In developing an ideal well-rounded PM curriculum, academic institutions occasionally engage the input of industry partners and governing entities. The study aims to (1) compare the competencies in one of the leading industry competency model and framework (PMI Talent Triangle) to the competencies in the PM course syllabi learning outcomes, (2) determine the extent to which these two sets of PM competencies are aligned and (3) and explore avenues for improvements.
Design/methodology/approach
The study uses a purposeful sampling method to gather PM course syllabi. The PM competencies data are gleaned from the syllabi using the content analysis method. Thereafter, QSR NVivo qualitative statistical software is used to summarize and analyze the competency data from the learning outcomes.
Findings
The results reveal that most of the PM competencies in the course syllabi fall under the technical PM domain. Specifically, the top three competency elements in each domain are technical PM domain (PM skills, tools and techniques, schedule management and cost estimation/budget), leadership domain (team-building, verbal/written communication and problem-solving) and strategic and business management domain (strategic planning, analysis and alignment, benefits management and realization, customer relationship and satisfaction).
Research limitations/implications
The study investigates the alignment of the PM course competencies with competency domains in the PMI Talent Triangle, a global competence model that is well aligned with other global competence models such as the APM Competence Framework, the ICB4 Individual Competence Baseline and the PROMA3.
Practical implications
The results from this study provide guidelines useful in informing PM curricula re/design, as well as the inculcation of knowledge, skills, tools, techniques and behaviors needed for effective PM.
Social implications
The PM curriculum can be improved by partnering with PM industry leaders who can serve as advisors to the academy on industry needs, direction and emerging innovations that can inform PM learning outcomes, PM curricular design and the development of quality PM talent. The academy and the industry are encouraged to actively strive for mutual partnerships where PM professionals and academicians serve on each other's advisory boards. Also, the academy can partner with the industry professionals by developing curriculum resources such as case studies that bring the real-life PM applications to the classroom.
Originality/value
This study is motivated by the call for research studies that provide a holistic picture of the desired PM competencies and an exploration and definition of the educational needs in the PM curriculum.
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Erastus Karanja and Laurell C. Malone
This study aims to investigate how to improve the project management (PM) curriculum by evaluating the nature and alignment of learning outcomes in the PM course syllabi with…
Abstract
Purpose
This study aims to investigate how to improve the project management (PM) curriculum by evaluating the nature and alignment of learning outcomes in the PM course syllabi with Bloom’s Taxonomy framework.
Design/methodology/approach
The research methodology for this study is an integrative approach that uses document analysis and content analysis. The data set was selected based on a purposeful sampling method and came from PM course syllabi for classes that were taught during the 2016–2018 academic years.
Findings
Results revealed that most of the reviewed PM course syllabi contained learning outcomes although they were written and assessed at the lower levels of Bloom’s Taxonomy and knowledge dimensions. The study calls for the academy and industry to partner in improving the PM curriculum to lower the PM talent deficit and increase project success rates.
Research limitations/implications
The absence of PM learning outcomes or the presence of poorly written PM learning outcomes in a course implies that the academy should provide professional development programs to help professors learn how to formulate and write specific, measurable, achievable, relevant and timely learning outcomes. The professors should also ensure that the learning outcomes use a type of cognitive taxonomy that is aligned with the appropriate assessments to measure, monitor and guarantee assurance of learning.
Practical implications
Academy and industry partners can work collaboratively to provide students with opportunities that expose them to real-world experiential projects, internships and job opportunities while concurrently giving them hands-on practical applications of learned PM knowledge and skills. The society will be well served when the academy is able to produce well-qualified PM personnel capable of successfully carrying out PM activities and lowering the project’s failure rates.
Social implications
The society will be well served when the academy is able to produce well-qualified PM personnel capable of successfully carrying out PM activities and lowering the project’s failure rates.
Originality/value
To the researchers’ knowledge, this is the first study to specifically investigate the presence and nature of PM learning outcomes in course syllabi. By evaluating the alignment between PM learning outcomes and Bloom’s Taxonomy action verbs and cognitive processes, the study provides some exemplars of well-written and measurable learning outcomes that professors can use to inform their PM curriculum through course design or redesign.
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Intelligent agents – software components designed to perform complex tasks for the user (with or without the presence of the user) – are used in a variety of settings, from…
Abstract
Purpose
Intelligent agents – software components designed to perform complex tasks for the user (with or without the presence of the user) – are used in a variety of settings, from instant messaging and web auctions, to ATM network management and air traffic control systems. The technology also has applicability within libraries, adding a level of user‐oriented control and flexibility to activities such as digital collection management and virtual reference. The use of intelligent agents to assist users with their searches has perhaps the greatest potential. The purpose of this article is to provide background information on the use of agent technology in information settings, and review three library‐based projects that utilize agent technology in a practical way.
Design/methodology/approach
A comprehensive literature review combined with brief case studies of practical applications of agent technology in three modern library settings. A conceptual model of a virtual, agent‐based personalized library is also presented.
Findings
Librarians and others in the information profession recognize the potential of agent technology within the library setting. The paper presents a number of practical scenarios for using agents, from supporting digital libraries and teaching information literacy to virtual reference.
Practical implications
There are numerous implications for current and future use of agent technology in libraries, including how to engage IT staff in the development process, how to educate users about the benefits of the technology, and how to make sure library professionals have the skill set to allow them to participate in the conceptualization, design and implementation of agents.
Originality/value
There is a wealth of professional literature on agent technology and its uses, mostly from a computing or engineering perspective. This paper has value in that it presents the concept from a library perspective, and includes references to relevant library literature and projects.
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THE VALUE OF ABSTRACTS AND THEIR USE ‐ MCB is not a company to rest on its laurels. In the vernacular of modern‐day management literature, the company can rightly claim to be a…
Abstract
THE VALUE OF ABSTRACTS AND THEIR USE ‐ MCB is not a company to rest on its laurels. In the vernacular of modern‐day management literature, the company can rightly claim to be a learning organization; one that seeks to regenerate and develop itself in accordance with current trends, most notably those in customer and market requirements.
Keyonda Smith and Sandra Schamroth Abrams
The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the…
Abstract
Purpose
The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the American Disabilities Act (ADA) of 1990. More specifically, this paper focuses on gamification, considers the needs of all learners, including those who identify as disabled, and raises important inquiries about equity and access to technological instructional materials.
Design/methodology/approach
Juxtaposing Kapp’s (2012) nine elements of gamification with aspects of accessibility, this paper conceptualizes the challenges and possibilities associated with gamified instructional approaches.
Findings
This paper examines gamification in light of potential barriers that exist as disabled learners navigate online courses that include one or more of the following aspects of gamification – game-based, mechanics, aesthetics, game-thinking, engage, people, motivate action, promote learning, and solve problems. Notably, online courses enhanced with gamification elements present potential access barriers and challenges to learners who identify with auditory, cognitive, neurological, physical, speech, or visual disabilities.
Research limitations/implications
This paper initiates an important discussion, and as such, it incepts additional investigations into supporting differently abled learners.
Practical implications
By examining gamification through the lens of accessibility, this paper contributes yet another perspective of teaching, learning, and instructional design.
Originality/value
In addition to socio-economic factors that may preclude one from engaging in a digital play, there is a larger question of how, if at all, gamification is accessible to learners with auditory, cognitive, neurological, physical, speech, or visual disabilities or impairments. This paper raises important questions for educators, education researchers, and game and instructional designers alike to ensure ubiquitous access to gamified digital materials in general, and online, gamified materials in particular.
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THE note of the Conference at Harrogate was the question of unemployment in relation to libraries. The arguments advanced were intended for the wider public rather than for…
Abstract
THE note of the Conference at Harrogate was the question of unemployment in relation to libraries. The arguments advanced were intended for the wider public rather than for librarians, and reproduced a now fairly familiar argument that the issues of books from libraries have increased by leaps and bounds since the beginning of the depression. It is quite clear that many men who normally would not read quite so much have turned to books for consolation and guidance. The fact that branch libraries were closed at Glasgow as an economy measure, and were afterwards re‐opened under the force of public opinion, would emphasize the opinion generally held that in times of economic stress it may be an even greater economy to increase expenditure upon libraries than to curtail it. This argument is, of course, in a region which the average material mind of our governors cannot always reach. It is nevertheless true, and the Conference provided ample evidence of its truth.
Mark Hofer and Kathy Swan
With the proliferation of digital maps, teachers and students have an array of new tools for developing civic and global perspectives in the social studies classroom. This article…
Abstract
With the proliferation of digital maps, teachers and students have an array of new tools for developing civic and global perspectives in the social studies classroom. This article builds the case for the importance of geographic reasoning in civic and global education, explores the interactivity of digital maps, and provides an annotated bibliography of select maps. The article concludes with a promising outlook for the future of digital maps in social studies.
Adam Jerrett, Theo J.D. Bothma and Koos de Beer
Teaching students/library patrons twenty-first century literacies (such as information and library literacies) is important within a library setting. As such, finding an…
Abstract
Purpose
Teaching students/library patrons twenty-first century literacies (such as information and library literacies) is important within a library setting. As such, finding an appropriate manner to teach these skills in a practical manner at tertiary level is important. As vehicles for constructivist learning, games provide a unique opportunity to teach these twenty-first century literacies in an engaging, practical, format. The purpose of this paper is to discuss the implementation of an alternate reality game (ARG) to teach these literacies through gameplay.
Design/methodology/approach
An ARG was designed and developed where the core gameplay tasks taught and exercised twenty-first century literacies. The game, once completed, was then analysed as a case study to determine the effectiveness of the game-based approach to literacy learning.
Findings
Throughout the play of the game, players spent increasingly more time in the library, often using it as a common meeting point during play. Players reported that they learnt or exercised the skills that each game task focussed on, additionally noting that the game-based context made the process of learning and exercising these skills more enjoyable.
Originality/value
The findings suggest that the creation of games, whether real world or digital, may be useful in engaging students/patrons with twenty-first century literacies as well as with their local library. The documentation of a successful ARG to teach twenty-first century literacies provides a model for future research to follow when designing engaging library-oriented games.
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Espouses the Web with regard to the media and all its areas of relevance. Encourages and supports multinational forms of production as new but admits they may be no more…
Abstract
Espouses the Web with regard to the media and all its areas of relevance. Encourages and supports multinational forms of production as new but admits they may be no more sympathetic to social need and democratic practice than previous commercial media. Charts the market and the Web’s changes for commercial business.
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Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs…
Abstract
Purpose
Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) impact flow experience; this study also investigates how flow experience is related to replay intention. Furthermore, this is the first study to explore the relationship between perceived uncertainty and challenges in online gaming.
Design/methodology/approach
The proposed research model was empirically evaluated using survey data collected from online game players. The evaluation was conducted using partial least squares of structural equation modeling.
Findings
The findings revealed that flow experience was a significant predictor of replay intention. Four antecedents of flow (telepresence, focused attention, skills, and challenges) had a positive influence on flow experience. Interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) influenced these antecedents. Moreover, human-to-human interactivity exerted a greater impact on the flow experience antecedents than did human-to-machine-associated interactivity. This study reveals that human-to-human interactivity is most crucial to the effective development of online games. In addition, the author find that utilitarian motivations have positive moderating effects on the relationship between flow and replay intention. Finally, additional practical and managerial implications are discussed.
Originality/value
Few empirical studies have explored the moderating role of utilitarian motivations. This original study analyzed how utilitarian motivations moderate the relationships between flow and replay intention of online game players. Moreover, this is one of the first studies to explore the characteristic of uncertainty and its role in the context of online game playing.