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Automatic Grading of Spreadsheet and Database Skills




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Using Adult Learning Principles as a Framework for Learning ICT Skills Needed for Research Projects




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Using Interactive Software to Teach Foundational Mathematical Skills

The pilot research presented here explores the classroom use of Emerging Literacy in Mathematics (ELM) software, a research-based bilingual interactive multimedia instructional tool, and its potential to develop emerging numeracy skills. At the time of the study, a central theme of early mathematics curricula, Number Concept, was fully developed. It was broken down into five mathematical concepts including counting, comparing, adding, subtracting and decomposing. Each of these was further subdivided yielding 22 online activities, each building in a level of complexity and abstraction. In total, 234 grade one students from 12 classes participated in the two-group post-test study that lasted about seven weeks and for which students in the experimental group used ELM for about 30 minutes weekly. The results for the final sample of 186 students showed that ELM students scored higher on the standardized math test (Canadian Achievement Test, 2008) and reported less boredom and lower anxiety as measured on the Academic Emotions Questionnaire than their peers in the control group. This short duration pilot study of one ELM theme holds great promise for ELM’s continued development.




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Students’ Awareness and Embracement of Soft Skills by Learning and Practicing Teamwork

Aim/Purpose: This paper presents a study about changes in computer science and software engineering students’ perceptions of their soft skills during their progress through the Computer Science Soft Skills course. Background: Soft skills are often associated with a person’s social, emotional and cognitive capabilities. Soft skills are increasingly sought out and are well recognized by employers alongside standard qualifications. Therefore, high importance is attributed to soft skills in computer science and software engineering education. Methodology: Content analysis was applied to interpret, categorize and code statements from students’ course assignment answers. Data analysis was performed gradually at the three main stages of the course and by the two students’ study populations. Contribution: The paper highlights the variety of (a) soft skills that can be learnt in one course, both on the individual level and on the team level and (b) assignments that can be given to students to increase their awareness and motivation to practice and learn soft skills. Findings: Data analysis revealed the following: (a) five individual soft skills categories, with 95 skills, and five team-related soft skills categories, with 52 skills (in total, the students mentioned 147 soft skills); (b) course assignments and particularly team-based activities elicited student awareness of their individual soft skills, both as strengths and weaknesses; (c) students developed their reflection skills, particularly with respect to team-related soft skills; and (d) significant differences exist between the two groups of students in several categories. Recommendations for Practitioners: It is important to provide undergraduate students with opportunities to integrate soft skills during their training. Establishing a meaningful learning process, such as project-based learning, enables students to apply and develop soft skills when accompanied by reflective thought processes. Recommendation for Researchers: A similar course can be taught and be accompanied by similar analysis of students’ learning outcomes, to examine the influence of local culture on the characteristics of soft skills. Impact on Society: Increased awareness of soft skills in scientists and engineers’ undergraduate education. University graduates who will strengthen their variety of soft skills in their academic training process and will be more meaningful employees in the workplace and in society. Future Research: Our future research aims (a) to explore additional innovative ways to increase students’ learning processes, awareness and practices in relation to soft skills and (b) to research how students’ soft skills are developed during the entire undergraduate studies both on the individual level and the team level.




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New Findings on Student Multitasking with Mobile Devices and Student Success

Aim/Purpose: This paper investigates the influence of university student multitasking on their learning success, defined as students’ learning satisfaction and performance. Background: Most research on student multitasking finds student multitasking problematic. However, this research is generally from 2010. Yet, today’s students are known to be digital natives and they have a different, more positive, relationship with mobile technologies. Based on the old findings, most instructors ban mobile technology use during instruction, and design their online courses without regard for the mobile technology use that happens regardless of their ban. This study investigates whether today’s instructors and learning management system interface designers should take into account multitasking with mobile technologies. Methodology: A quasi-experimental design was used in this study. Data were collected from 117 students across two sections of an introductory Management Information Systems class taught by the first author. We took multiple approaches and steps to control for confounding factors and to increase the internal validity of the study. We used a control group as a comparison group, we used a pre-test, we controlled for selection bias, and we tested for demographic differences between groups. Contribution: With this paper, we explicated the relationship between multitasking and learning success. We defined learning success as learning performance and learning satisfaction. Contrary to the literature, we found that multitasking involving IT texting does not decrease students’ learning performance. An explanation of this change is the change in the student population, and the digital nativeness between 2010s and 2020 and beyond. Findings: Our study showed that multitasking involving IT texting does not decrease students’ performance in class compared to not multitasking. Secondly, our study showed that, overall, multitasking reduced the students’ learning satisfaction despite the literature suggesting otherwise. We found that attitude towards multitasking moderated the relationship between multitasking and learning satisfaction as follows. Individuals who had a positive attitude towards multitasking had high learning satisfaction with multitasking. However, individuals who had positive attitude toward multitasking did not necessarily have higher learning performance. Recommendations for Practitioners: We would recommend both instructors and the designers of learning management systems to take mobile multitasking into consideration while designing courses and course interfaces, rather than banning multitasking, and assuming that the students do not do it. Furthermore, we recommend including multitasking into relevant courses such as Management Information Systems courses to make students aware of their own multitasking behavior and their results. Recommendation for Researchers: We recommend that future studies investigate multitasking with different instruction methods, especially studies that make students aware of their multitasking behavior and its outcomes will be useful for next generations. Impact on Society: This paper investigates the role of mobile multitasking on learning performance. Since mobile technologies are ubiquitous and their use in multitasking is common, their use in multitasking affects societal performance. Future Research: Studies that replicate our research with larger and more diverse samples are needed. Future research could explore research-based experiential teaching methods, similar to this study.




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Towards a Structural Model Connecting Hard Skills, Soft Skills and Job Conditions and the IS Professional: The Student Perspective




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Collaborative Work Skills for the Beginning IS Professional




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The Roles of Challenge and Skill in the Flow Experiences of Web Users




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Accommodating Soft Skills in Software Project Management




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An Overview: Approaches for the Development of Basic IT Skills




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What Can You Do To Virtually Teach Hands-on Skills?




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Marketable, Unique and Experiential IT-Skills Education for Business Students




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Soft Skills and Technical Expertise of Effective Project Managers




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A Longitudinal Study of the Use of Computer Supported Collaborative Learning in Promoting Lifelong Learning Skills




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Student Marketability: Enhancing Software Skills




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An Examination of Students’ Self-Efficacy Beliefs and Demonstrated Computer Skills




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Integrating IT Skills into a Business School’s Programmes




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Evaluation of a Team Project Based Learning Module for Developing Employability Skills




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Systemic Approach to e-Skilling in South Africa




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Changing Paradigms of Technical Skills for Data Engineers

Aim/Purpose: This paper investigates the changing paradigms for technical skills that are needed by Data Engineers in 2018. Background: A decade ago, data engineers needed technical skills for Relational Database Management Systems (RDBMS), such as Oracle and Microsoft SQL Server. With the advent of Hadoop and NoSQL Databases in recent years, Data Engineers require new skills to support the large distributed datastores (Big Data) that currently exist. Job demand for Data Scientists and Data Engineers has increased over the last five years. Methodology: This research methodology leveraged the Pig programming language that used MapReduce software located on the Amazon Web Services (AWS) Cloud. Data was collected from 100 Indeed.com job advertisements during July of 2017 and then was uploaded to the AWS Cloud. Using MapReduce, phrases/words were counted and then sorted. The sorted phrase / word counts were then leveraged to create the list of the 20 top skills needed by a Data Engineer based on the job advertisements. This list was compared to the 20 top skills for a Data Engineer presented by Stitch that surveyed 6,500 Data Engineers in 2016. Contribution: This paper presents a list of the 20 top technical skills required by a Data Engineer.




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Educational Card Games: One Way of Assisting the Communication Skills Development of Nursing Students Whose First Language is Not English

Aim/Purpose. This study seeks to determine the impact of a card game intervention in improving the English verbal communication of nursing students from culturally and linguistically diverse backgrounds. Background. Many international students studying in Australia experience setbacks in their university studies due to English language difficulties. This paper outlines how an educational card game designed can be played by nursing students from culturally and linguistically diverse (CALD) backgrounds as an intervention for their English verbal communication development. Methodology. The study used a descriptive qualitative approach to analyse the learning experiences of forty-five (N=45) nursing students from CALD backgrounds undertaking their second semester at a metropolitan university in Victoria, Australia after being introduced to an educational card game developed by the first author. The card game was designed to explore the use of English pragmatic markers, which are words, phrases, or verbal cues that signal or emphasise the intentions of the speaker. Following the intervention, participants were queried in a survey about their experiences with English language speaking and how the game improved their verbal communication skills. Contribution. This paper provides knowledge about how a game can be designed to enhance the English verbal communication skills of nursing students from CALD backgrounds which could help them in their clinical placements and their adjustment into Australian society. Findings. Three intertwining themes that emerged from the data analysis were education content, skills development, and fun and creativity. These themes signify the importance of providing opportunities for learners to creatively practise the educational content in simulative contextualised situations within a safe, comfortable, and inclusive learning environment. Recommendations for Practitioners. Educators still need to consider the importance of inclusivity of students from culturally and linguistically diverse (CALD) backgrounds as part of successful integration into the culture of their host countries. Recommendations for Researchers. The findings emphasise the need for educators and researchers to understand the challenges facing these students in relation to marginalisation and discrimination and how they can design an intervention that is engaging and inclusive. Impact on Society. The findings also put forward the awareness of pragmatics as part of both English language learning and integration into the society of a host country as students learn how to express intention appropriately in various interactions. Furthermore, the themes presented in this paper suggest that not only should an educational game or an intervention contain relevant educational content and practical activities for skills development, but they must also be enjoyable by encouraging creativity and social interaction. Future Research. The results of this study also open possible future studies that involves the adaptation of a digital version of the card game or possible implementation of the game in other health professional programs in universities and other educational institutes.




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The Impact of IT Evolution on Industries and Workforce Skills: A Systematic Literature Review

Aim/Purpose: To investigate the impact of the evolution of Information Technology on global workforce skills and explore emerging approaches that address the IT talent shortage faced by diverse companies in finding skilled IT workers. Background: This paper explores diverse approaches to bridge the skilled IT workers shortage gap, especially in the context of the widening gap following the impact of the COVID-19 pandemic. The study emphasizes the need to consistently leverage business and information technology strategies for competitive advantage. Methodology: This study followed the systematic literature review methodology on 809 articles from ACM, IEEE Xplore, and Scopus digital libraries by utilizing an integrative mixed methods approach with topic modeling and manual content analysis. Contribution: This paper aims to understand and describe the impact of the evolution of the IT industry on its workforce. It contributes additional evidence to our understanding of IT workforce development to support researchers and educators working towards developing effective strategies to bridge the IT talent gap. Findings: On the one hand, the study finds that the evolution of the IT industry produces a shift in required skills and knowledge, resulting in workers needing to adapt and embrace lifelong learning. On the other hand, the evolution of IT creates new opportunities for workers and results in a more globalized and interconnected workforce. Recommendations for Practitioners: Practitioners are recommended to adapt to the shifting skills landscape, encourage lifelong learning, explore new opportunities for workers, and embrace a more globalized workforce. Recommendations for Researchers: Researchers are encouraged to further explore the identified themes and delve into the nuances of the evolving impact of information technology on workforce skills. Impact on Society: The findings have implications for industry growth, emphasizing the importance of aligning business and IT strategies to address the shortage of skilled IT workers on a global scale. Future Research: Future research should focus on the continuous evolution of information technology and its impact on workforce skills, considering the identified themes as a foundation for further exploration.




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Gender Differences among IT Professionals in Dealing with Change and Skill Set Maintenance




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(GbL #1) Life Skills Developed by Those Who Have Played in Video Game Tournaments




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The Influence of Soft Skills on Employability: A Case Study on Technology Industry Sector in Malaysia

Aim/Purpose: This research investigates the influence of soft skills on graduates’ employability in the technology industry, using the technology industry sector in Malaysia as a case. Background: Organizations are looking for appropriate mechanisms to hire qualified employees with strong soft skills and hard skills. This requires that job candidates possess a set of qualifications and skills which impact their employability. Methodology: Fuzzy Delphi analysis was conducted as preliminary study to identify the critical soft skills required by technology industry sector. The preliminary study produced ten critical soft skills to form a conceptual model of their influence on employability. Then, an online questionnaire survey was distributed in two industry companies in Malaysia to collect research data, and regression analysis was conducted to validate the conceptual model. Contribution: This research focuses on the influence of soft skills on graduate employability in the technology industry sector, since the selection of the best candidate in the industry will improve employee performance and lead to business success. Findings: The results of regression analysis confirmed that Communication skills, Attitude, Integrity, Learnability, Motivation, and Teamwork are significantly correlated with employability, which means that these soft skills are the critical factors for employability in Malaysian technology companies. Recommendations for Practitioners: The model proposed in this article can be used by employers to give better assessment of candidates’ compatibility with the jobs available. Impact on Society: This research highlights the critical soft skills required by technology industry sector, which will reduce the unemployment percentages among graduates. Future Research: More studies are required to examine the soft skills found in the literature and to define the most important skills from a general perspective of the industry. Future research should assess the moderating role of other variables, such as skills gap, employee performance, and employee knowledge. Furthermore, it is recommended to conduct similar studies of soft skills for employability in other countries.




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Computer Supported Collaborative Learning and Higher Order Thinking Skills: A Case Study of Textile Studies




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The Impact of Learning with Laptops in 1:1 Classes on the Development of Learning Skills and Information Literacy among Middle School Students




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An Assessment of Competency-Based Simulations on E-Learners’ Management Skills Enhancements

There is a growing interest in the assessment of tangible skills and competence. Specifically, there is an increase in the offerings of competency-based assessments, and some academic institutions are offering college credits for individuals who can demonstrate adequate level of competency on such assessments. An increased interest has been placed on competency-based computer simulations that can assist learners to gain tangible skills. While computer simulations and competency-based projects, in general and particularly in management, have demonstrated great value, there are still limited empirical results on their benefits to e-learners. Thus, we have developed a quasi-experimental research, using a survey instrument on pre- and post-tests, to collect the set of 12 management skills from e-learners attending courses that included both competency-based computer simulations and those that didn’t. Our data included a total of 253 participants. Results show that all 12 management skills measures demonstrated very high reliability. Our results also indicate that all 12 skills of the competency-based computer simulations had higher increase than those that didn’t. Analyses on the mean increases indicated an overall statistically significant difference for six of the 12 management skills enhancements between the experimental and control groups. Our findings demonstrate that overall computer simulations and competency-based projects do provide added value in the context of e-learning when it comes to management skills.




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Collective Problem-Solving: The Role of Self-Efficacy, Skill, and Prior Knowledge

Self-efficacy is essential to learning but what happens when learning is done as a result of a collective process? What is the role of individual self-efficacy in collective problem solving? This research examines the manifestation of self-efficacy in prediction markets that are configured as collective problem-solving platforms and whether self-efficacy of traders affects the collective outcome. Prediction markets are collective-intelligence platforms that use a financial markets mechanism to combine knowledge and opinions of a group of people. Traders express their opinions or knowledge by buying and selling “stocks” related to questions or events. The collective outcome is derived from the final price of the stocks. Self-efficacy, one’s belief in his or her ability to act in a manner that leads to success, is known to affect personal performance in many domains. To date, its manifestation in computer-mediated collaborative environments and its effect on the collective outcome has not been studied. In a controlled experiment, 632 participants in 47 markets traded a solution to a complex problem, a naïve framing of the knapsack problem. Contrary to earlier research, we find that technical and functional self-efficacy perceptions are indistinguishable, probably due to a focus on outcomes rather than on resources. Further, results demonstrate that prediction markets are an effective collective problem-solving platform that correctly aggregates individual knowledge and is resilient to traders’ self-efficacy.




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Computer Skills Training and Readiness to Work with Computers

In today’s job market, computer skills are part of the prerequisites for many jobs. In this paper, we report on a study of readiness to work with computers (the dependent variable) among unemployed women (N=54) after participating in a unique, web-supported training focused on computer skills and empowerment. Overall, the level of participants’ readiness to work with computers was much higher at the end of the course than it was at its begin-ning. During the analysis, we explored associations between this variable and variables from four categories: log-based (describing the online activity); computer literacy and experience; job-seeking motivation and practice; and training satisfaction. Only two variables were associated with the dependent variable: knowledge post-test duration and satisfaction with content. After building a prediction model for the dependent variable, another log-based variable was highlighted: total number of actions in the course website along the course. Overall, our analyses shed light on the predominance of log-based variables over variables from other categories. These findings might hint at the need of developing new assessment tools for learners and trainees that take into consideration human-computer interaction when measuring self-efficacy variables.




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Investigating the Perception of Stakeholders on Soft Skills Development of Students: Evidence from South Africa

Soft skills are becoming increasingly important and will be critical for success in the Information Systems profession. Employers complain about a lack in soft skills among graduates from tertiary education institutions. No agreement exists about what these skills actually are, which are of importance, and how acquiring these soft skills should be approached in higher education. The aim of this paper is to research the perceptions of lecturers, industry, and students on soft skills development of students and to identify important soft skills that need to be developed. The paper starts with a problem statement emphasizing the importance of soft skills and the possible lack thereof. This is followed by a literature review, a description of the methodology followed for this research, the results, conclusion, and the references. The research was done at a university in South Africa. Questionnaires consisting of open questions were distributed to lecturers, industry, and students respectively, and qualitative analysis was done on the results. Results show that stakeholders feel that soft skills of students are not developed adequately, that there is some uncertainty about who should be responsible for developing soft skills, and that the development of soft skills is seen as a difficult task. A list is compiled of the most important soft skills according to literature, lecturers, industry, and students. This list can be used in further research on the soft skills of IT-students. Recommendations are made for the teaching and learning of soft skills.




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Enhanced Critical Thinking Skills through Problem-Solving Games in Secondary Schools

Aim/Purpose: Students face many challenges improving their soft skills such as critical thinking. This paper offers one possible solution to this problem. Background: This paper considers one method of enhancing critical thinking through a problem-solving game called the Coffee Shop. Problem-solving is a key component to critical thinking, and game-playing is one method of enhancing this through an interactive teaching method. Methodology: Three classes of Vietnamese high school students engaged in the Coffee Shop game. The method seeks outcome measurements through the use of analysis of multiple surveys to assess and interpret if critical thinking may have been improved. Contribution: The study may help to understand the importance of problem-solving in the context of an entrepreneurial setting and add to the variation of methods used to deliver the lesson to students in the classroom. Findings: The findings show that practicing problem-solving scenarios with a focus on critical thinking in a time limited setting results in a measured improvement of this skill. Recommendations for Practitioners: The findings suggest that educators could use games more as tools for problem-solving to contribute to their students’ learning outcomes around developing critical thinking. Recommendation for Researchers: More research could be devoted to developing problem-solving and critical thinking skills through game-play models. Impact on Society: Improved critical thinking skills in individuals could make a greater contribution to society. Future Research A comparative study between different high school grades and genders as well as between different countries or cultures.




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The Impact of e-Skills on the Settlement of Iranian Refugees in Australia

Aim/Purpose: The research investigates the impact of Information and Communication Technologies (ICT) on Iranian refugees’ settlement in Australia. Background: The study identifies the issues of settlement, such as language, cultural and social differences. Methodology: The Multi-Sited Ethnography (MSE), which is a qualitative methodology, has been used with a thematic analysis drawing on a series of semi-structured interviews with two groups of participants (51 Iranian refugees and 55 people with a role in assisting refugees). Contribution: The research findings may enable the creation of a model for use by the Aus-tralian Government with Iranian refugees. Findings: The findings show the vital role ICT play in refugees’ ongoing day-to-day life towards settlement. Recommendations for Practitioners: The results from this paper could be generalised to other groups of refugees in Australia and also could be used for Iranian refugees in other countries. Recommendation for Researchers: Researchers may use a similar study for refugees of different backgrounds in Australia and around the world. Impact on Society: ICT may assist refugees to become less isolated, less marginalized and part of mainstream society. Future Research: Future research could look into the digital divide between refugees in Australia and main stream Australians.




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21st Century Skills: Student Perception of Online Instructor Role

Aim/Purpose: This research inquires how students perceive the role of Technology Education and Cultural diversity (TEC) instructors in improving their 21st century skills. In addition, this study examines the students’ preferred learning style: face to face, synchronous and asynchronous. Background: 21st century skills include, among others, collaboration, Information and Communication Technology (ICT) skills, higher order thinking, and multicultural communication. These skills are core elements for modern life and are the focus of this study as teacher critical career and life skills. This article presents the uniqueness of the TEC model, which provides a strategy to develop gradually various 21st century skills for teacher training in a multicultural technologically rich environment. Methodology: This study examined (a) the level of ICT skills students acquire from the courses; (b) students’ perceptions of the instructor role in developing 21st century skills; and (c) students’ preferred learning style. A questionnaire was delivered to 99 students, who participated in courses based on the TEC model. Students from eight different Teacher Education Colleges and different cultural backgrounds – Arabs, Jews, religious, and secular – participated in this study. Contribution: This study could shed light on the instructor’s role as a facilitator in developing students’ 21st century skills in a multicultural society. This study may provide a model and ideas for policy makers in teacher training programs to employ 21st century skills along with continuous development and adaptation to suit the rapid changing reality. A larger study needed to examine additional aspects of the 21st century skills in the teacher training programs in general and in multicultural societies in particular. Findings: The findings show that students complete the course with a high level of ICT skills, and that their preferred learning communication style was face-to-face (F2F) (45.45%) and blended method (43.43%), over the fully online (11.11%). Regarding online learning, students mostly preferred the mixed method of synchronous and asynchronous (59%), followed by asynchronous (29%), and synchronous (12%). As to student preference of the instructor role of enhancement, the results were prioritized as follow: Higher order thinking (M=3.99), online group collaboration (M=3.87), multicultural communication awareness (M=3.82), pedagogical use of digital tools (M=3.73). Recommendations for Practitioners: Teacher education lecturers ought to: (1) design the online courses in a way that integrates F2F meetings and both synchronous and asynchronous methods; and (2) employ the wide range of skills in TEC courses that comply with 21st century principles; hence, the importance of widening such courses in teacher education colleges. Recommendation for Researchers: It is recommended to perform a similar study using a pre-post method, as well as taking into consideration cultural uniqueness (such as language differences) and group comparison, where we can identify the effective components of the course design that would lead to a higher level of 21st century skills competencies among teachers. Impact on Society: 21st century skills are life skills, hence developing these skills in an appropriate educational setting reflects better utilization among all the members of society. Future Research: More research should be done to widen the knowledge and address the importance of the instructor role as a course designer and facilitator in order to turn 21st century learning into a more meaningful and relevant one.




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Faculty and Student Perceptions of the Importance of Management Skills in the Hospitality Industry

Aim/Purpose: The purpose of this study was to gain an understanding of faculty and student perceptions of the importance of resource, interpersonal, information, systems, and technology management competencies in the hospitality industry Background: The increasing complexity and technological dependency of the diverse hospitality and tourism sector raises the skill requirements needed, and expected, of new hires making education and competency development a strategic priority. Identifying the skills needed for hospitality graduates to succeed in a sector that is continuously being impacted by digitalization and globalization must be a continual process predicated on the desire to meet ever-changing industry needs. This study seeks to update and further explore an investigation started a decade ago that examined the skills and competencies valued by hiring managers in the hospitality industry. Methodology: The Secretary’s Commission on Achieving Necessary Skills (SCANS), comprised of representatives from business, labor, education, and government, developed the framework, of workplace competencies and foundation skills used in this study. This research used a survey methodology for data collection and descriptive and inferential statistical methods during the analyses. The data for this study were collected from faculty, staff, hospitality industry stakeholders, and students of a Department of Hospitality & Tourism Management located at a small eastern Historically Black University (HBU). An electronic survey was sent to169 respondents and a total of 100 completed surveys were received for an overall return rate of 59%. Contribution: This study provides research on a population (first-generation minority college students) that is expanding in numbers in higher education and that the literature, reports as being under-prepared for academic success. This paper is timely and relevant and can be used to inform hospitality educators so that they can best meet the needs of their students and the companies looking to hire skilled graduates. Findings: The findings of this study indicate there is inconsistent agreement among academicians and students regarding the importance of SCANS-specific competencies in hospitality graduates. At the same time, there is no argument that industry skills will be critical in the future of hospitality graduates. Overwhelmingly, participating students and faculty found all of the SCANS competencies important with the highest ranked competencies being interpersonal skills, which, given the importance of teamwork, customer service skills, leadership, and working with cultural diversity in the hospitality industry, was expected. Additionally, participating students indicated their strong agreement that internships are effective at building professional skills. Finally, the hospitality students included in this study who were enrolled in a skill-based curriculum were confident that their program is preparing them with the necessary skills and competencies that they will need for their future careers. Recommendations for Practitioners: Higher education hospitality programs should be exploring the skills valued by industry, teaching faculty, and the students to see if they are being satisfied. Recommendation for Researchers: This research should be expanded to additional institutions across the United States as well as abroad. This particular research protocol is easily replicated and can be duplicated at both minority and majority serving institutions enabling greater comparisons across groups. Impact on Society: Several reports identify gaps in the 21st century skills required for the workplace and the effectiveness of higher education in preparing graduates for the workforce. This study helps to propel this discussion forward with relevant findings and a research methodology that is easily replicable. Future Research: A follow-up study of employers is currently being conducted.




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Changing Multitasking Intention with Course-Based Undergraduate Research Experiences (CUREs)

Aim/Purpose: This article aimed to design and evaluate a pedagogical technique for altering students’ classroom digital multitasking behaviors. The technique we designed and evaluated is called course-based undergraduate research experience (CURE). With this technique, the students wrote a research article based on a multitasking experiment that the instructor conducted with the students. The students conducted a literature review, developed their own research questions, they analyzed experiment data, and presented results. This study evaluated the how the CURE contributed to student multitasking behavior change. Background: Multitasking is defined as doing more than one thing at a time. Multitasking is really the engagement in individual and discrete tasks that are performed in succession. Research showed that students multitasked very often during courses. Researchers indicated that this was a problem especially for online teaching, because when students went online, they tended to multitask. Extant research indicated that digital multitasking in class harmed student performance. Multiple studies suggested that students who multitasked spent more time finishing their tasks and made more mistakes. Regardless of students’ gender or GPA, students who multitasked in class performed worse and got a lower grade than those who did not. However, little is known about how to change students’ digital multitasking behaviors. In this study, we used the transtheoretical model of behavior change to investigate how our pedagogical technique (CURE) changed students’ digital multitasking behaviors. Methodology: Using a course-based undergraduate research experience design, a new classroom intervention was designed and evaluated through a content analysis of pre- and post-intervention student reflections. As part of the course-based undergraduate research experience design, the students conducted a literature review, developed their own research questions, they analyzed experiment data, and presented results. This study evaluated the how teaching using a course-based undergraduate research experience contributed to student multitasking behavior change. Transtheoretical model of behavior change was used to investigate how our pedagogical technique changed students’ digital multitasking behaviors. Contribution: The paper described how teaching using a course-based undergraduate research experience can be used in practice. Further, it demonstrated the utility of this technique in changing student digital multitasking behaviors. This study contributed to constructivist approaches in education. Other unwanted student attitudes and behaviors can be changed using this approach to learning. Findings: As a result of CURE teaching, a majority of students observed the negative aspects of multitasking and intended to change their digital multitasking behaviors. Sixty-one percent of the participants experienced attitude changes, namely increased negative attitude towards multitasking in class. This is important because research found that while both students and instructors believed off-task technology use hinders learning, their views differed significantly, with more instructors than students feeling strongly that students’ use of technology in class is a problem. Moreover, our study showed that with teaching using CURE, it is possible to move the students on the ladder of change as quickly as within one semester (13 weeks). Seventy-one percent of the students reported moving to a higher stage of change post-intervention. Recommendations for Practitioners: Faculty wishing to curb student digital multitasking behaviors may conduct in-class experimentation with multitasking and have their students write a research report on their findings. Course-based undergraduate research experiences may make the effects of digital multitasking more apparent to the students. The students may become more aware of their own multitasking behaviors rather than doing them habitually. This technique is also recommended for those instructors who would like to introduce academic careers as a potential career option to their students. Recommendation for Researchers: Researchers should explore changing other unwanted undergraduate student behaviors with course-based undergraduate experiences. Researchers may use the transtheoretical model of change to evaluate the effectiveness of techniques used to change behaviors. Impact on Society: The negative outcomes of digital multitasking are not confined to the classroom. Digital multitasking impacts productivity in many domains. If techniques such as those used in this article become more common, changes in multitasking intentions could show broad improvements in productivity across many fields. Future Research: This paper constitutes a pilot study due to the small convenience sample that is used for the study. Future research should replicate this study with larger and randomized samples. Further investigation of the CURE technique can improve its effectiveness or reduce the instructor input while attaining the same behavioral changes.




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An Investigation of Digital Thinking Skills in EFL Digital Instruction

Aim/Purpose: The purpose of the current study is to introduce a digital thinking skills (DTS) theoretical model (DTSM) that could support and enhance digital instruction best practices in schools. Methodology: We have taken a mixed-methods approach. Our respondents represent diverse cultural, linguistic, pedagogical, and social heritages. Contribution: The study provides a theoretical model developed by Eshet-Alkalai and Aviram that could impact subsequent digital teaching in schools. The highly accessible model may help teachers understand the cognitive learning outcomes that derive from frequently used digital tools. Findings: We found that teachers do not have a pedagogical concept of digital thinking skills, though many believe such skills might have a positive effect on their learners’ achievements. School culture plays a key role in effective DI delivery. Teachers want better in-service IT instruction. Recommendations for Practitioners: When distance learning has become the order of the day, we recommend practitioners connect pedagogical methodology and disciplinary content with new technology to boost learning outcomes. Recent world events have shown that in many cases practitioners have not been exposed to multiple digital options, especially those that not only present and review learning content but also boost the creation and dissemination of new knowledge. Recommendation for Researchers: We recommend researchers review different types of available resources and their effective implementation in the school curricula in order to foster creativity and more profound thinking among teachers and learners. Impact on Society: Better informed and greatly improved DI in schools is clearly crucial for twenty-first-century systems. As we go to press, in the middle of the coronavirus world-wide lockdown, these words resonate more than ever before. Our research both highlights this obvious need and provides a heuristic bridge between basic research and classrooms. Future Research: Future studies should focus on a pedagogical digital model that can enhance DI best practices in schools.




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The Impact of Artificial Intelligence on Workers’ Skills: Upskilling and Reskilling in Organisations

Aim/Purpose: This paper examines the transformative impact of Artificial Intelligence (AI) on professional skills in organizations and explores strategies to address the resulting challenges. Background: The rapid integration of AI across various sectors is automating tasks and reducing cognitive workload, leading to increased productivity but also raising concerns about job displacement. Successfully adapting to this transformation requires organizations to implement new working models and develop strategies for upskilling and reskilling their workforce. Methodology: This review analyzes recent research and practice on AI's impact on human skills in organizations. We identify key trends in how AI is reshaping professional competencies and highlight the crucial role of transversal skills in this evolving landscape. The paper also discusses effective strategies to support organizations and guide workers through upskilling and reskilling processes. Contribution: The paper contributes to the existing body of knowledge by examining recent trends in AI's impact on professional skills and workplaces. It emphasizes the importance of transversal skills and identifies strategies to support organizations and workers in meeting upskilling and reskilling challenges. Our findings suggest that investing in workforce development is crucial for ensuring that the benefits of AI are equitably distributed among all stakeholders. Findings: Our findings indicate that organizations must employ a proactive approach to navigate the AI-driven transformation of the workplace. This approach involves mapping the transversal skills needed to address current skill gaps, helping workers identify and develop skills required for effective AI adoption, and implementing processes to support workers through targeted training and development opportunities. These strategies are essential for ensuring that workers' attitudes and mental models towards AI are adaptable and prepared for the changing labor market. Recommendation for Researchers: We emphasize the need for researchers to adopt a transdisciplinary approach when studying AI's impact on the workplace. Given AI's complexity and its far-reaching implications across various fields including computer science, mathematics, engineering, and behavioral and social sciences, integrating diverse perspectives is crucial for a holistic understanding of AI's applications and consequences. Future Research: Looking ahead, further research is needed to deepen our understanding of AI's impact on human skills, particularly the role of soft skills in AI adoption within organizations. Future studies should also address the challenges posed by Industry 5.0, which is expected to bring about even more extensive integration of new technologies and automation.




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Measuring Mental Workload of Software Developers Based on Nasal Skin Temperature

Keitaro NAKASAI,Shin KOMEDA,Masateru TSUNODA,Masayuki KASHIMA, Vol.E107-D, No.11, pp.1444-1448
To automatically measure the mental workload of developers, existing studies have used biometric measures such as brain waves and the heart rate. However, developers are often required to equip certain devices when measuring them, and can therefore be physically burdened. In this study, we evaluated the feasibility of non-contact biometric measures based on the nasal skin temperature (NST). In the experiment, the proposed biometric measures were more accurate than non-biometric measures.
Publication Date: 2024/11/01




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Micro-Foundations of Firm-Specific Human Capital: When Do Employees Perceive Their Skills to be Firm-Specific?

Drawing on human capital theory, strategy scholars have emphasized firm-specific human capital as a source of sustained competitive advantage. In this study, we begin to unpack the micro-foundations of firm-specific human capital by theoretically and empirically exploring when employees perceive their skills to be firm-specific. We first develop theoretical arguments and hypotheses based on the extant strategy literature, which implicitly assumes information efficiency and unbiased perceptions of firm-specificity. We then relax these assumptions and develop alternative hypotheses rooted in the cognitive psychology literature, which highlights biases in human judgment. We test our hypotheses using two data sources from Korea and the United States. Surprisingly, our results support the hypotheses based on cognitive bias - a stark contrast to the expectations embedded within the strategy literature. Specifically, we find organizational commitment and, to some extent, tenure are negatively related to employee perceptions of the firm-specificity. We also find that employer provided on-the-job training was unrelated to perceived firm-specificity. These findings suggest that firm-specific human capital, as perceived by employees, may drive behavior in ways not anticipated by existing theory - for example, with respect to investments in skills or turnover decisions. This, in turn, may challenge the assumed relationship between firm-specific human capital and sustained competitive advantage. More broadly, our findings may suggest a need to reconsider other theories, such as transaction cost economics, that draw heavily on the notion of firm-specificity and implicitly assume widely shared and unbiased perceptions.




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HOW INSTRUCTIONAL METHODS INFLUENCE SKILL DEVELOPMENT IN MANAGEMENT EDUCATION

Research concerning why and how to promote social interaction and learner reflection in management education and training is somewhat underdeveloped. In this investigation, we used a predictive, quasi-experimental design with 246 students from a business school in Colombia who were enrolled in 10 sections of a leadership course to examine expected effects of instructional methods that promoted different levels of social interaction and reflection on self-reported learning behaviors (dialogue and reflection activities), self-efficacy for class performance, and instructors' assessments of students' skill demonstration (team work, communication, influence, and work proficiency and effort). In comparisons to students participating in instructional conditions with less social interaction and fewer reflective activities, students participating in an instructional condition that promoted higher levels of these activities exhibited considerably greater student-student dialogue, instructor-student dialogue, and reflection. These learning behaviors in turn led to enhanced self-efficacy for class performance and skilled activity. In addition, students' perceptions of psychological safety partially mediated relationships between instructional method and dialogical and reflective activities. The implications of these findings for coupling action, dialogue and reflective activities in management education and training as well as avenues for future research are discussed.




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Vogue boss 'concerned' by return to skinny models

British Vogue's editor says skinny models are back "in", partly fuelled by weight loss drug Ozempic.




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Trump Victory Is One Skirmish In A Multi-Generational War

If you thought the leftist backlash during Trump’s 1st term was bad, these coddled, indoctrinated adult children will take up a renewed Resistance” against Freedom & American values.




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Skip the Ads: A Clever Trick to Watch Youtube Ad Free

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Four types of postures that wreak havoc on your skin

These can negatively impact your skin




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Skincare 101

Top 5 yoga facial exercises for healthy and supple skin




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Glass Skin? Meet Glass Hair! Here's How to Achieve It

This is about to be your hair's new obsession!




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John Krasinski crowned as 2024's ‘Sexiest Man Alive'

John Krasinski crowned as 2024's ‘Sexiest Man Alive'

John Krasinski, who is best known for his role in famous sitcom The Office, has been named as People Magazine’s 2024 "Sexiest Man Alive”.

According to People, the 45-year-old actor’s name was revealed in a...




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Emily Blunt reacts to John Krasinski's ‘Sexiest Man Alive' title

John Krasinski, who has recently been named the 2024’s “Sexiest Man Alive” by People, shared the response of his wife and actress, Emily Blunt, upon hearing the news.

In an interview with People Magazine, the 45-year-old actor said that his wife, whom he has been...




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Kevin Nikulski - Bike Check









Kevin Nikulski - Bike Check

Kevin Nikulski is one of the finest BMX rider for BMX flatland in germany! Beside some Shows in german famous TV shows like Stefan Raab (Watch here) he went this year to nearly every BMX Contest in germany like Highway to Hill (Berlin), Munich Mash (München), #BMXCGN (Köln) or der wtp Autumn Session (Trier)! Also he toke part in some international competitions like FISE (Montepellier), Bikedays (Zürich)! In few days he will travel to Japen to enter at the BMX Flatland World Championship in Kobe, which is one of the biggest BMX Flatland Contest! Well, he enter BMX flatland competition but he likes to ride actually all kind of BMX disciplines! What kind of bike he ride at the moment and how he feels few days before his travel to japan he will let us know with following answers!

Yo, Kevin! As we know you will travel in few days to Japan because of the BMX Flatland Worldchampionship! Are you ready for it?

Yeah, this year i will be enter one of the biggest flatland competition i ever have been! Of course i feel a mix between pressure and happiness! I used my time very well and rode a lot! So i'm looking forward and we will see how it will develop!

Your bike didn't look like a typical fragile and knotted BMX flatland bike! With all the Cult Parts it looks very stable! Please let us know why you have choosen these kind of parts?!

Yeah, i don't know, i feel more and more that i need just stable bikes and that's why i moved away from usual "flatland" bikes! My style keeps a lot of pressure of the bike and i'm tired of fixing it every second! As well i need for my fast flat style some bulk for control and i rode last time a lot of street with my dudes, so that's why my current setup is just a perfect mix for me, right now!

Frame: cult hawk 20,5 tt
Fork: autum bent fork
Bar: autum berlin bar
Stem: cult salvation v2 toploader
Headset: cult integrated v2
Grips: cult x vans grip
Barends: odyssey paarends
Tires: odyssey chase hawk p-lyte
Rims: g-sport rollcage
Fronthub: salt+ oilslick
Rearhub: wtp helix freecoaster
Pegs: cult butter peg
Seatpost: autum
Seat: cult ak tripod seat
Crank: cult death row
BB: kein plan ey :D
Pedals: eclat slash nylon
Sprocket: subrosa magnum bash
Chain: shadow interlok v2


What will you do after Japan and where do you want to ride during the winter season?

Well, after Japan, i wanna go to London and then i need to chill! The most time in winter i will spend in Berlin and i will ride at Berlin finest indoor spot: ICC! In January i will go to california to take some sun and ride my bike!

Anything else you want to let us know?

Yes, i'm very happy to be part of the kunstform team and i'm looking forward for some more projects! Ride on! Peace!

Yo Kevin, we are also very happy to have you in our team! Thank you very much for your visit in our shop in Stuttgart! Please follow Kevin at instagram (Click here) #bestedude

Peace out! Daniel :-)