Objectives This paper is the first multidisciplinary study into the impact of new skill requirements in the job on absenteeism. The aim of this study was to investigate whether economic skills obsolescence (ESO) increased both absence frequency and average duration mediated by burnout and/or work engagement.Methods A longitudinal study was conducted on data from the Dutch Study on Transitions in Employment, Ability and Motivation (N=4493). Structural equation modelling was used to test the specific direct and indirect effects of ESO on absence frequency and average duration, followed by bootstrapping to compute the confidence intervals.Results ESO at baseline had a positive relationship with burnout at follow-up. In turn, burnout was positively related to both absence frequency and average absence duration at follow-up. The bootstrap indirect effect test showed that ESO had a significant positive indirect effect, via burnout and (lower) work engagement, on absence frequency and average duration. Furthermore, ESO at baseline was negatively related to work engagement at follow-up. Work engagement, in turn, was negatively related to absence frequency and average duration at follow-up. The bootstrap test showed that ESO had a significant indirect effect, via work engagement, on absence frequency.Conclusion ESO is associated with subsequent absence frequency and average duration of workers, both mediated by burnout and decreased work engagement.
MULTIFILE
Substantial and continuous shifts in skills demands urge us to rethink education, labour market and reintegration policies and practices. In this article, we argue for a more skills based approach to (re)integration. This skills based (re)integration practice is based more on up-to-date, complete and validated skills sets of candidates, than on diplomas and other, more or less, outdated and incomplete proxies to one’s current skills. Such a new reintegration practice seems feasible if the actual and complete skills set of an individual becomes the starting point for both matching, guidance and (up/re)skilling efforts. Intersectoral mobility, alternative career pathways and suitable training and development routes can be designed on a more fine-grained skills basis, with occupations considered more as dynamic sets of tasks requiring specific skills. This new (re)integration practice presupposes a common skills language, which is being developed in the Netherlands, Competent NL. Sectoral and intersectoral experiments with skills instruments using this language, such as skills passports, are conducted to optimize their quality and effectiveness. Since first experiments with skills instruments seem promising, we argue that more room for experiment is required. So that integration in the labor market can be sustained and reintegration practices can be prevented.
DOCUMENT
Introduction This study aims to advance theoretical development on digital transformation (DT) skills that are essential for sustainable employment. Rapid and continuous advancements of digital technology, such as increased automation, artificial intelligence (AI), big data, cloud computing, robotics and internet of things (IoT), lead to huge transformations for society, economy, and its organizations (Ivaldi et al., 2022; Trenerry et al., 2021). For organizations to successfully transform, it is important to strongly invest in an organizational learning climate, while for employees, investment in the sustainability of their employment is key. Therefore, one of the greatest challenges is to identify and develop essential skills that contribute to both the collective learning climate and employment sustainability (Ivaldi et al., 2022). Because previous scientific literature has focused predominantly on mapping general 21st century skills, digital competences of citizens, or essential skills for specific professions, it remains largely unclear which employee skills are essential in the context of DT. Hence, the contribution of this study lies in identifying these essential skills and developing a comprehensive DT skills framework. The following research question is central: Which DT skills are essential for sustainable employment and how can these skills be synthesized into a DT skills framework?
DOCUMENT
Systematic literature review on digital transformation skills
DOCUMENT
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.
LINK
When everything is destined to be designed, design disappears into the everyday. We simply don’t see it anymore because it’s everywhere. This is the vanishing act of design. At this moment design registers its redundancy: our products, environments and services have been comprehensively improved. Everything has been designed to perfection and is under a permanent upgrade regime. Within such a paradigm, design is enmeshed with the capitalist logic of reproduction. But this does not come without conflicts, struggles and tensions. Chief among these is the situation of design in a planetary procession toward decay. Our dispense culture prompts a yearning for longevity. The computational compulsion to delete brings alive a desire to retrieve objects, ideas and experiences that refuse obsolescence. Society is growing more aware of sustainability and alert to the depletion of this world. For the ambitious designer, it’s time to take the next step: designing the future as a collective relation attuned to life.
MULTIFILE
We live in a world of glowing rectangles. Our devices emit a bluish light, akin to that from the cerulean sky. Even when they sleep, computers softly pulse tiny LEDs on and off, making their presence known through light. And where they were once uniformly black and dark gray, devices are now white, shiny, and reflective: they add light not just by emitting it, but by reflecting it. The airbrushed aluminium of Macintosh computers has a luminous flux that ranks higher on light meters than pure, snowy white.
MULTIFILE
Many organizations have undergone substantial reorganization in the last decade. They re-engineered their business processes and exchanged proprietary, not integrated applications for more standard solutions. Integration of structured data in relational data bases has improved documentation of business transactions and increased data quality. But almost 90% of the information that organizations manage is unstructured, can not easily be integrated into a traditional database. Just like structured data, unstructured information in organizations are records, meant and used as evidence for organizational actions and transactions. Governments, courts and other stakeholders are making increasing demands for the trustworthiness of records. This is part of a long-term trend toward defining what accountability means in a digital era. An analysis of literature of information science, organization science and archival science illustrates that for accountability, reconstruction of the past is essential. Hypothesis of this paper is that for the reconstruction of the past each organization needs (at least) a combination of three mechanisms: enterprise records management, organizational memory and records auditing. Enterprise records management ensures that records meet the for accountability necessary quality requirements: integrity, authenticity, controllability and historicity. These requirements ensure records that can be trusted. Trusted records enhance the possibility of reconstructing the past. The organizational memory ensures that trusted records are preserved for as long as is necessary to comply to accountability regulations. It provides an information and communication technology infrastructure to (indefinitely) store those records and to keep them accessible. Records auditing audits enterprise records management and organizational memory to assess the possibility to reconstruct past organizational actions and transactions. These mechanisms ensure that organizations have a documented understanding of: the processing of actions and transactions within business processes; the dissemination of trusted records; the way the organization accounts for the actions and transactions within its business processes; and the reconstruction of actions and transactions from business processes over time. This understanding is important for the reconstruction of the past in digitized organizations and improve organizational accountability.
DOCUMENT
This article will discuss philosophical debates on economic growth and environmental sustainability, the role of management responsibility, and the risk of subversion to business as usual. This discussion will be framed using the concepts of Cradle to Cradle (C2C) and Circular Economy about sustainable production. The case study illustrating the danger of subversion of these progressive models discussed here is based on the assignments submitted by Masters students as part of a course related to sustainable production and consumption at Leiden University. The evaluation of the supposedly best practice cases placed on the website of the Ellen MacArthur Foundation or those awarded Cradle to Cradle certificate has led some students to conclude that these cases illustrated green-washing. Larger implications of identified cases of green-washing for the field of sustainable business and ecological management are discussed. “This is a post-peer-review, pre-copyedit version of an article published in 'Philosophy of Management'. The final authenticated version is available online at: https://doi.org/10.1007/s40926-019-00108-x LinkedIn: https://www.linkedin.com/in/helenkopnina/
MULTIFILE
When preparing students for the industry’s global context, publishing degrees aim to provide them with experience of cooperating and doing business with colleagues internationally. In order to achieve this, Oxford Brookes University and Amsterdam University of Applied Sciences have designed a module on trading in translation rights that gives students both a theoretical framework and real-world insights into book fairs and intercultural collaboration.In this module, students of both universities work collaboratively in a game that simulates the trading of intellectual property rights at an international event designed to resemble a major book fair. They team up in international groups of five or six students that each represent a publishing company in order to prepare for and to participate in an event called the Oxdam Book Fair. Preparation for the fair involves the development of plans and appropriate materials to sell translation rights for the company’s titles and to buy rights to titles which fit the company’s profile and strategy. During the event students partake in several rounds of rights trading activities, including pitching, strategy meetings, making offers, and networking.In this proposed paper, that contributes to the best practices-strand of the conference, lecturers of Oxford Brookes University and Amsterdam University of Applied Sciences will provide a ‘behind the scenes’-look at this collaborative module. They will talk about the simulation game that is the core of the module, provide background on the theoretical framework, address educational design challenges they encountered, and share outcomes of the collaborative module.
MULTIFILE