On their way towards assuring growth and long-term sustainability, many modern small and medium sized enterprises (SMEs) from the European Union have set building a stronger brand as one of their primary goals. To achieve this, an integrated framework for managing the continuous enhancement of their brand equity level by adopting digital marketing tools and techniques (DMTTs), has increasingly become a necessity for most of the modern SMEs. However, even if such an approach provides plenty of benefits, such as better audience targeting and reduction of traditional marketing expenses, implementing these complex processes in their business models poses a series of challenges like choosing the best selection of DMTTs. For this reason, a conceptual model is proposed in the first part of the paper, with the aim to highlight a framework that will help underline the links between DMTTs and other key elements that can provide an increase in brand equity of SMEs, thus contributing to growth and enhancing the sustainability level. Following the proposed model, research aimed at two main directions has been conducted in the second part. The first direction was to analyze the degree in which modern SMEs from the European Union located in Romania dedicate themselves toward embracing sustainability goals and principles. The second one represents an analysis using also the SPSS software solution on the most used selections of DMTTs mentioned in the presented conceptual model. The results obtained provide a starting point for those modern SMEs that choose to follow the path of sustainability by creating and enhancing their brand equity through DMTTs.
This paper explores the possibilities of using a Virtual Reality for cooperative idea generation and then attempts to assess the relationship between a student's cooperation and the design process, learning experiences and the pedagogy employed by the teacher. The researchers based their research around the following questions:1. How could collaborative idea generation be incorporated within the VRE? 2. How does this relate to teaching and learning within the lesson? 3. How do communications during the lesson support students' work?
Abstract. The purpose of this study was to examining the factors that lead to cloud computing adoption in a higher education setting. This cross-sectional empirical research is based on the Technology Acceptance Model (TAM) framework. Data was collected by surveying 96 students from University Politehnica of Bucharest, Romania. The factors that affect cloud computing adoption in higher education were identified and tested using LISREL software. The findings suggested that factors identified can be successfully integrated in our conceptual model. Perceived value and usefulness have a strong positive influence on intentions to use cloud computing in higher education, but student's attitude towards technology had no significant effects on dependent variable. Perceived risk has significant negative effects on students' intentions to use cloud computing. The findings are expected to enhance the understanding of cloud computing adoption for students and faculty members. The implication of these findings for faculty members and students are discussed.
All activities of a company involve risk. In order to achieve its objectives, an organization must identify, analyze, evaluate and then treat all significant risks. According to ISO international standards in the risk field, risk management can be applied to an entire organization, at its many areas and levels, at any time, as well as to specific functions, projects and activities. An effective risk management helps top management of an organization to make optimum decisions and to prevent losses. This paper proposes a new sustainable model for risk management—RiMM. The Sustainable Risk Management model is based on the Monte Carlo method (adapted for risk management process) that is known in the literature but not or very rare applied for this issue of controlling the risks in an organization. There are proposed aspects regarding the design of the model (in five detailed steps—every step with sub steps), a software implementation and an example of a case study that emphasizes the way the model can be used (also to demonstrate its efficiency) for managing risks in an organization. At the end, on conclusions section, the most important points and the contributions of the paper are clearly presented.
This article puts forward a case study of four related lessons, using a Virtual Reality Learning Environment (VRLE) to enhance students' ideation skills in Innovation Education (IE) in a conventional classroom. The following research questions are answered.1. How could the VRLE be used with IE material in a conventional classroom? 2. What pedagogical factors influence the innovation process and where the VRLE is used? The lesson content is described and the overall aims, objectives and research questions stated. The specific data collection methods are explained. Subsequently, triangulated findings are reported as categories and results are discussed and analysed.
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