The paper is a conceptual approach to education for sustainable development using an e-learning platform. It starts from the observed reality that all education stakeholders need a learning environment where they can have access to knowledge, collaborate and share their experience, as a survey conducted among students and companies in Timisoara, Romania, region shows. The proposed multi-stakeholder environment accommodates two sections: the learning environment mostly dedicated to students, trainees, tutors and mentors and the virtual sustainability centre that is dedicated to on-line meetings, workshops, counselling, etc. Durable learning is supported by a range of written digital and multimedia resources, including pre-recorded on-line tutoring, videos and games. To engage online learners, various gamification techniques were used in the course design phase, such as recording and presenting the learner’s progress, role-playing and similar. The article presents a conceptual design of the learner’s journey and a mapping from gamification concepts to Moodle LMS elements. Keywords: E-learning, education, sustainable development, gamification, LMS
PurposeOne way to improve the quality of business and software processes is to make them compliant with standard. This paper seeks to explore the suitability of the BPMN and the teaching method for process modeling, which uses SEI CMMI‐SW standard as input and produces software process models as output.Design/methodology/approachThe research approach consists of two parts. First, the students' responses during practical lectures of process modeling were gathered and studied. Then, the teaching process was modified and students' responses were studied again. The second part involves the survey about students' attitude towards BPMN usability and ease of use.FindingsThere are two key findings of the study. First, using the SEI CMMI‐SW standard in early phases of software process modeling is not very effective, because it overloads the students with abstract requirements, which are included in the standard. The more effective way is to use the standard in later phases of process modeling, in the phase of assessment and improvement of the process model. The second key finding is that there is a positive attitude among students towards BPMN usage for process modeling.Research limitations/implicationsThere is no evidence that this teaching approach can be generalized beyond the population of information science students and academic environment.Practical implicationsThe improved teaching method for business and software process modeling can be used in similar environments (practical lectures of process modeling). Although there is no evidence, quality managers from organizations can also benefit from the lesson learned and avoid a less suitable process‐modeling approach.Originality/valueThe paper is useful to all roles in education and businesses, who deal with process models and standards (teachers, business and software analysts, quality managers, process designers).
The article analyzes modern cloud document management systems and communication tools from the viewpoint of a EU project managers, who lead multidisciplinary, multilingual and international teams. It also explores the types of users who use these tools as well as the motivation factors guiding their choices. The research includes observation within the project group, interviews and semi-structured surveys among 40 EU project managers, who have managed 244 EU projects. The main finding is that a lot of project managers still don't use shared, cloud document system. The biggest obstacle to more efficient usage of existing systems is their un-friendliness, security concerns and lack of skills. Meetings are still perceived as the most efficient channel for distributing and receiving project tasks, but they are closely followed by communication software. Applying the authors' findings to the project management practice can lead to better communication and shared document storage management, which can influence overall effectiveness of project management.
The main goal of the article is to explore the impact of various typesof tipping on the motivation of workers in the Slovenian hospitalityand gaming industry, and to develop a model – on the basis of thefindings – for distributing tips among workers in order to increasetheir motivation.The main finding of the reseach is that employees in the Sloveniancompanies with a regulated system of tip distribution tend to be bettermotivated and treat their guests better than their colleagues in unregulatedenvironments. On the other hand, employees in the hospitalityindustry are less motivated by tips than their colleagues in the gamingindustry, despite receiving individual tips directly.The underlying reason for this difference is that companies in the hospitalityindustry generally do not apply distribution methods for tips,and employees are directly entitled to each tip. Tips are received insmall (daily) amounts. Meanwhile, employees in the gaming industryreceive their tips together with their monthly salaries. Therefore, westate that the model and the process of tips distribution greatly influencethe motivation of the employees.
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