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Ziel der Arbeit von Julian Ilg ist die Entwicklung einer systematischen Eignungsanalyse zum Einsatz additiver Fertigungsverfahren im unternehmensspezifischen Kontext. Der Autor fasst die gängigsten additiven Fertigungsverfahren zusammen und liefert einen Überblick über die derzeitige Anwendung dieser Verfahren sowie über die Herausforderungen bei deren Einsatz am Beispiel von Unternehmen aus der Medizintechnik. Basierend auf diesen Erkenntnissen gelingt es dem Autor, interessierten Unternehmen eine quantifizierende Entscheidungshilfe zu liefern, die gleichermaßen sowohl die ingenieurswissenschaftlichen Punkte als auch die wirtschaftlichen Aspekte beim Umstieg vom herkömmlichen Herstellungsverfahren auf additive Fertigungsverfahren berücksichtigt.
The use of gamification in workplace learning to encourage employee motivation and engagement
(2019)
When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies.
In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning.
Many researchers have explored the phenomenon of intercultural communication since Edward T. Hall first brought it to light in the late 1950s. Although the literature is quite extensive, the ongoing sociopolitical struggles are evidence that even in the twenty-first century, society has limited intercultural as well as intracultural communication competence. This limited understanding continues to bring about discord in every facet of life, including work.
The modern workforce is expected to possess certain knowledge, skills, and attitudes that are inherently different from those expected from previous generations. Due to globalization, intercultural competence and highly effective communication skills are at the top of the list - a working knowledge of English as the lingua franca of today's business world can be considered as a first step.
There is no denying that organizations, whether domestic or global, whether educational, governmental, or business, are undergoing rapid transformation. However, what is causing it? Prompted by the need to remain relevant and competitive, organizations constantly try to reinvent themselves. Those that do not, according to the laws of economics, will simply serve no purpose and will eventually cease to exist. Regardless of sector or industry, an organization's success pivots around its human talent. Hence, it is crucial to manage it and cultivate certain traits, knowledge, and skills. In today's global economy, organizations are more interconnected than ever before and thus the challenges they face require that employees possess not only expert knowledge, problem-solving, cross-cultural, and cross-functional teaming skills, but also good communications skills and agile thinking.
Successful digital offerings are created at the intersection of what technologies can deliver and what customers want and will pay for. That point of intersection, however, has proved to be elusive. To find it, companies must experiment repeatedly, cocreate with customers, and assemble cross-functional development teams - and the insights gleaned along the way must be shared internally.
In this article, we discuss how several of the nearly 200 companies we've studied have built and exercised these capabilities. We also take a close look at how one company, Schneider Electric, is using them to acquire and share customer insights.
This paper generalizes the theory of policy uncertainty with the new literature on rational inattention. First, the model demonstrates that inattention is dependent on the signal variance and the policy parameter. Second, I discover a novel trade-off showing that a policy instrument mitigates attention. Third, the policy instrument is non-linear and reciprocal to both the size and variance of the signal. The unifying theory creates new implications to economic theory and public policy alike.
"Designed for digital" offers practical advice on digital transformation, with examples that include Amazon, BNY Mellon, DBS Bank, LEGO, Philips, Schneider Electric, USAA, and many other global organizations. Drawing on five years of research and in-depth case studies, the book is an essential guide for companies that want to disrupt rather than be disrupted in the new digital landscape.