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Social media has changed how customers, businesses, employees, and job seekers form their reputation perceptions of a company, that is, how they form their evaluative judgements about a company’s products, services and behaviors towards constituencies. In pre-social media times, companies had control over what they communicated to their stakeholders, for example, by using corporate websites to convey a predefined image. With social media, multiple opinions, experiences, and company perceptions reach the wider public via multiple channels such as Twitter, Facebook, and other social networking sites that enable user-generated content. Although companies usually try to nurture an online reputation by running their own Facebook and Twitter profiles, a large amount of online content related to a company is produced by social media users and thus is beyond companies’ control. This habilitation thesis is devoted to studying consumer and employee responses to employee behavior in social media. Across eight different articles, with multiple studies each, this thesis aims to draw a full picture of how employee behavior in social media affects customers, other employees, job seekers, and the employing company as a whole.
Das Interesse am Konzept Crowdfunding ist in den letzten Jahren sowohl aus der Wirtschaft als auch aus der Wissenschaft gestiegen. Neben Künstlern und Entrepreneuren finanzieren nun auch Wissenschaftler ihre Projekte durch zahlreiche kleine Beiträge aus der Crowd. Allerdings spiegelt die wahrgenommene Nutzung in Deutschland nicht die Vorteile einer Crowdfunding-Kampagne wider, insbesondere nicht im internationalen Vergleich. Die vorliegende Studie untersucht diesen Umstand, indem sie die Motive und Barrieren für eine Finanzierung durch Crowdfunding identifiziert, um Empfehlungen für Forschungseinrichtungen zur Förderung von Crowdfunding zu formulieren. Durch eine Literaturanalyse werden erste Erkenntnisse ermittelt, welche dann für die Durchführung von qualitativen Interviews mit elf Wissenschaftlern, die bereits eine Crowdfunding-Kampagne erfolgreich abgeschlossen haben, verwendet werden. Die Ergebnisse zeigen, dass ForscherInnen in Deutschland Crowdfunding in erster Linie dazu verwenden, Aufmerksamkeit für das Thema und die wissenschaftliche Gemeinschaft im Allgemeinen zu schaffen. Die größten Barrieren sind der enorme Aufwand, der mit einer Kampagne verbunden ist, und die mangelnde Reputation des Konzepts des Crowdfunding seitens der deutschen Wissenschaft. Zudem eignen sich nur Themen und Projekte mit einer hohen Öffentlichkeitswirksamkeit und einem Fördervolumen von maximal fünfstelligen Beträgen. Darüber hinaus konnte die öffentliche Wahrnehmung der Experten während der Kampagne als zusätzliche Barriere identifiziert werden.
Diese Ergebnisse führen zu drei Empfehlungen für Forschungseinrichtungen zur Förderung von Crowdfunding: Es wird empfohlen das Bewusstsein für das Thema Crowdfunding als zusätzliche Form der Forschungsfinanzierung zu sensibilisieren und die Vorteile einer Crowdfunding-Kampagne hervorzuheben. Universitäten sollten mit Crowdfunding Akteuren (bspw. Plattformen und Experten) zusammenarbeiten und die Netzwerkeffekte einer Universität sollten genutzt werden. Die Universitäten sollten Unterstützung leisten, um die Arbeitsbelastung auf interdisziplinäre Teams zu verteilen, um so das Verhältnis zwischen Aufwand und Ertrag zu optimieren. Die gewählte Methodik und der Geltungsbereich der Thesis eröffnen weitere Forschungsmöglichkeiten, die die Perspektive der Universitäten und die Bedingungen in anderen Ländern untersuchen könnten. Darüber hinaus ist eine groß angelegte quantitative Studie erforderlich, um die identifizierten Konzepte statistisch zu validieren.
Information systems research has started to use crowdsourcing platforms such as Amazon Mechanical Turks (MTurk) for scientific research, recently. In particular, MTurk provides a scalable, cheap work-force that can also be used as a pool of potential respondents for online survey research. In light of the increasing use of crowdsourcing platforms for survey research, the authors aim to contribute to the understanding of its appropriate usage. Therefore, they assess if samples drawn from MTurk deviate from those drawn via conventional online surveys (COS) in terms of answers in relation to relevant e-commerce variables and test the data in a nomological network for assessing differences in effects.
The authors compare responses from 138 MTurk workers with those of 150 German shoppers recruited via COS. The findings indicate, inter alia, that MTurk workers tend to exhibit more positive word-of mouth, perceived risk, customer orientation and commitment to the focal company. The authors discuss the study- results, point to limitations, and provide avenues for further research.
Digital Transformation Maturity of Vietnam Aviation Industry: The Effect of Organizational Readiness
(2023)
The paper studies the digital transformation maturity in the context of the aviation industry in Vietnam. Digital transformation can mean enhancing existing processes, finding new opportunities within existing business domains, or finding new opportunities outside existing business domains. In the era of post Covid-19, digital transformation will play a vital role in the recovery with the support from digital technology to leverage the communication and implementation of new projects or changes.
Digital transformation and digital transformation maturity sometimes are used indistinguishing, but they are two different definitions. This paper will further explain the differences and will apply digital transformation maturity as a scale for the digital transformation in the report.
Due to the lack of experiment in the relationship between digital transformation maturity and the organizational readiness, the study will explore four components of organizational readiness, including digital leadership, digital culture, digital capabilities, and digital partnering.
How entrepreneurs become successful with their business ideas has been a topic of discussion within entrepreneurial research circles for many years. Business success has been related to psychological characteristics and many research findings have explained how people become entrepreneurs and furthermore, how they find success in regards to their business ventures. People always wanted to know what defines an entrepreneur and more importantly, what is needed to become a successful entrepreneur. Curious minds began to search for the recipe for success. Personality Traits have been researched for years, leading to the discovery of many diverse and distinct forms which are still recognized today. Researchers compared the Behavioral Approach or the analysis of demographical characteristics to success.
This raises the question of what an entrepreneur needs to become successful which is made more difficult due to the fact that entrepreneurship and who an entrepreneur is can be difficult do define exactly. Entrepreneurs are diverse and distinct individuals that each possess their own characteristics, behavior and reasons for starting a business. Many people assume that it is just someone who starts their own business. While partially correct, this only scratches the surface of what it is to be an entrepreneur.
This thesis answers the following three research questions: 1. Which personality traits were found in the almost sixty years of researching? 2. What triggers do entrepreneurs need for starting a new business? 3. Which factor makes the entrepreneur successful with their business idea? Also, reading the thesis, one may gain a better understanding of what entrepreneurship is, what defines an entrepreneur and what one needs to become a successful entrepreneur.
In this thesis the reviewing literature method developed by Wolfswinkel et al. (2011) was used to identify suitable literature and references for the main chapters. For that the five stages of the grounded-theory method for reviewing the literature were used in an iterative fashion. In step one inclusion and exclusion criterias for literature were defined. Then literature was searched matching the criterias of step one. In step three the samples were refined. Then in step four the found literature was analyzed and coded before the results of this research was presented in the following text. Many entrepreneurial personality traits were discovered and confirmed during the studies conducted over the last sixty years, these include but are not limited to Need for Achievement, Locus of Control, or risk taking propensity. Motivation is clearly the main trigger to start your own business. During the studies reasons were discovered of how and why an entrepreneur may become successful outside of posessing the right combination of traits. For example: having human, financial and social capital, an entrepreneurial behavior and the right economic conditions to start a business that will survive for more than five years.
Durch die zunehmende Wichtigkeit und Dringlichkeit des Klimawandels sind Unternehmen aufgefordert, einen Beitrag zu nachhaltiger Entwicklung zu leisten, insbesondere durch die jüngeren Generationen. Bisherige Beiträge von Unternehmen werden jedoch als unzureichend kritisiert, was insbesondere am mangelnden Engagement der Mitarbeiterinnen und Mitarbeiter für Nachhaltigkeit in Unternehmen liegen könnte. In diesem Zusammenhang wurde in den letzten Jahren Gamification als ein vielversprechendes, innovatives Tool um nachhaltige Verhaltensweisen der Mitarbeiterinnen und Mitarbeiter am Arbeitsplatz zu motivieren, vorgeschlagen und zunehmend erforscht. Es gibt jedoch nur wenige Studien und anwendbare Gamification-Lösungen, die mehr als ein spezifisches Nachhaltigkeitsthema behandeln und somit eine ganzheitliche Perspektive auf nachhaltige Verhaltensweisen am Arbeitsplatz einnehmen. Darüber hinaus mangelt es bisheriger Forschung an einem umfassenden Verständnis dafür, wie verschiedene Gamification-Elemente spezifische psychologische Effekte hervorrufen, wie sich diese in Verhaltensänderungen manifestieren und wie diese wiederum kumulativ in messbaren Unternehmensergebnissen resultieren. Der Weg von Gamification als ”Input” zu unternehmerischer Nachhaltigkeit als ”Output” ist also bislang unerforscht.
Diese Dissertation schließt diese Lücke, indem eine ganzheitliche gamifizierte Intervention konzipiert, gestaltet und evaluiert wird, die Mitarbeiterinnen und Mitarbeiter bei verschiedenen nachhaltigen Verhaltensweisen in ihren täglichen Aktivitäten unterstützt. Das Projekt verwendet einen designwissenschaftlichen Forschungsansatz, der die Mitarbeiterinnen und Mitarbeiter eng in die schrittweise Entwicklung der Lösung einbezieht. Als Teil des iterativen Designprozesses werden in dieser Dissertation sechs Studien vorgestellt, um das theoretische Verständnis von Gamification für nachhaltige Verhaltensweisen von Mitarbeiterinnen und Mitarbeitern zu erweitern. Zunächst wird ein umfassender Überblick über die bestehende Forschung zu Gamification für nachhaltiges Mitarbeiterverhalten gegeben, wobei Gamification-Designs und Ergebnisse früherer Studien analysiert und eine Agenda für die weitere Forschung aufgezeigt werden (Studie 1). Danach werden theoretische Grundlagen der Forschung zu Gamification, Serious Games und Game-based Learning (Studie 2) und empirische Gestaltungsprinzipien
für Gamification und persuasive Systeme (Studie 3) als Basis für die erfolgreiche Gestaltung gamifizierter Anwendungen systematisch untersucht. Anschließend werden in empirischen Studien Motivationen der Mitarbeiterinnen und Mitarbeiter für nachhaltiges Verhalten erforscht und ihre Erwartungen an Gestaltungsmerkmale beleuchtet (Studie 4) sowie kontextuelle Herausforderungen und Gestaltungsdilemmata bei der Implementierung von Gamification in einem organisatorischen Kontext aufgezeigt (Studie 5). Schließlich wird in einer quantitativen Feldstudie (Studie 6) untersucht, wie verschiedene Gamification-Designs nachhaltiges Mitarbeiterverhalten und unternehmerische Nachhaltigkeitskennzahlen in Organisationen beeinflussen. Basierend auf den Ergebnissen wird in dieser Dissertation ein umfassendes Framework für Gamification für nachhaltiges Mitarbeiterverhalten präsentiert, welches Design-, individuelle Verhaltens- und Unternehmensperspektiven einbezieht. Schließlich werden darauf aufbauend praktische Empfehlungen für die Gestaltung von Gamification zur Förderung nachhaltigen Mitarbeiterverhaltens am Arbeitsplatz präsentiert.
Implementation of Agile Software Development Methodology in a Company – Why? Challenges? Benefits?
(2019)
The software development industry is enhancing day by day. The introduction of agile software development methodologies was a tremendous structural change in companies. Agile transformation provides unlimited opportunities and benefits to the existing and new developing companies. Along with benefits, agile conversion also brings many unseen challenges. New entrants have the advantage of being flexible and cope with the environmental, consumer, and cultural changes, but existing companies are bound to rigid structure.
The goal of this research is to have deep insight into agile software development methodology, agile manifesto, and principles behind the agile manifesto. The prerequisites company must know for agile software development implementation. The benefits a company can achieve by implementing agile software development. Significant challenges that a company can face during agile implementation in a company.
The research objectives of this study help to generate strong motivational research questions. These research questions cover the cultural aspects of company agility, values and principles of agile, benefits, and challenges of agile implementation. The project management triangle will show how benefits of cost, benefits of time, and benefits of quality can be achieved by implementing agile methodologies. Six significant areas have been explored, which shows different challenges a company can face during implementation agile software development methodology. In the end, after the in depth systematic literature review, conclusion is made following some open topics for future work and recommendations on the topic of implementation of agile software development methodology in a company.
Abstract
This bachelor thesis delivers a comprehensive overview of the topic Internet of Things (IoT). With the help of a first literature review, important characteristics, architectures, and properties have been identified. The main aim of this bachelor thesis is to determine whether the use of IoT in the transport of food, considering the compliance with the cold chain, can provide advantages for companies to reduce food waste. For this purpose, a second literature review has been carried out with food transport systems without the use, as well as with the use of IoT. Based on the literature review, it is possible at the end to determine a theoretical ‘ideal’ system for food transport in refrigerated trucks. The respective used technologies are also mentioned. The findings of several authors have shown that often significant improvements can be achieved in surveillance, transport in general, or traceability of food, and ultimately food waste can be reduced. However, benefits can also be gained using new non-IoT-based technologies. Thus, the main knowledge of this bachelor thesis is that a theoretical ‘ideal’ transport system contains a sensible combination of technologies with and without IoT. This system includes the use of a Wireless Sensor Network (WSN) for real-time food monitoring, as well as an alarm function when the temperature exceeds a maximum. Real-time monitoring with GPS coupled with a monitoring center to prevent traffic jams is another task. Smart and energy-efficient packaging, and finally the use of the new supercooling-technology, make the system significantly more efficient in reducing food waste. These highlights, that when choosing a transport system, which is as efficient and profitable as possible for food with refrigerated transport, companies need not just rely on the use of IoT. On this basis, it is advisable to combine the systems and technologies used so far with IoT in order to avoid as much food waste as possible.
The objective of this contribution is to conceptually analyze the potentials of entrepreneurial design thinking as being a rather new method for entrepreneurship education. Based on a literature review of different design thinking concepts we carve out a generic design thinking model upon we conceptually build a new model that considers entrepreneurial thinking as a valuable characteristic.
The results of our work show that the characteristics of entrepreneurial design thinking can enhance entrepreneurship education by supporting respective action fields of entrepreneurial learning. In addition we reveal that entrepreneurial design thinking offers beneficial guidelines for the design of entrepreneurship education programs.
Artificial intelligence (AI) is of rising importance in these days. AI is increasingly used in various company fields. Nonetheless, no high-quality scientific sources could be found stating the use of AI in the field of leadership. This research gap is addressed with this elaboration by performing expert interviews with leaders. In total seventeen companies could be questioned. The results indicate that AI is not widely used in leadership yet since only one company uses it currently and just about 10% of the participants plan the implementation in the closer feature. While the following items ex- plain why companies want to use AI in leadership: Chances for automation, time and cost savings, many important disadvantages and issues prevent companies from actively using it now: No areas of application are known, no need justifies the use, human interactions as a key aspect of leadership is reduced and it is hard to collect all necessary data. Beyond that, it was aimed to identify changes in the field of leadership through the use of AI. This objective could not be addressed due to the limited number of participants using AI in leadership.
Keywords: Leadership, artificial intelligence, transformation, state-of-use