Prolonged unemployment can lead to depression and a loss of selfesteem. Gamification is a strategy that engages and motivates groups of people by implementing game mechanics and dynamics in an existing non-gaming system. This paper studies the possibility of using gamification to motivate job seekers. To test the effectiveness of the ideas proposed in this paper, a betweensubjects study was executed. Those results, although preliminary, do suggest the potential of including gamification features in job seeking systems.
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Prolonged unemployment can lead to depression and a loss of selfesteem. Gamification is a strategy that engages and motivates groups of people by implementing game mechanics and dynamics in an existing non-gaming system. This paper studies the possibility of using gamification to motivate job seekers. To test the effectiveness of the ideas proposed in this paper, a betweensubjects study was executed. Those results, although preliminary, do suggest the potential of including gamification features in job seeking systems.
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We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory.
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This study evaluates the effect of gamification on the engagement and performance of first-year students in the International Supply Chain Management course at a University of Applied Sciences. Several students were exposed to the pilot of The Fresh Connection compact, a simulation game which was implemented between May to June 2025. Based on 350 observations, students are categorized as control group (without exposure to game, n = 217) and treatment group (with exposure to game, n = 133). These groups were further divided based on individual’s final grade: pass (grade ≥ 5.5) or fail (grade ˂5.5). The dataset is supplemented by a survey of students that played the game. Results show significant difference between students who participate in the game and took both exams (78%) versus 44% of students who do not participate in the game (p-value = 9.39e−10), as well as between students’ participation in the game and their exam performance (p-value = 7.17e−13). Overall, the survey shows significant satisfaction of students in using TFC game (71%), although some students would like to see tighter integration of the game in course assessment. Learnings from this pilot will be used to improve student engagement and passing rate.
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World globalisation drives companies to undertake international expansion with the aim of retaining or growing their businesses. When companies globalize, managers encounter new challenges in making international marketing strategy (IMS) decisions, which are influenced by perceived cultural and business distance between their home- and foreign country. Telkom Indonesia International (Telin) was formed by Telkom Indonesia (i.e. the state-owned company in the telecommunication industry in Indonesia) to engage in international business within a global market. The central question in this study is to what extent do managers’ perceived cultural and business distance between home- and foreign country influence their IMS decisions? A mixed research strategy will be employed by applying qualitative and quantitative methods concurrently. The data collection will involve interviews with CEOs and managers, alongside a web survey to 55 managers of Telkom's. Results suggest important consequences for IMS decisions and emphasizes the need for dialogue on perceptions of cultural and business characteristics of countries.
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Toekomstbestendige business modellen voor mediadiensten zijn lastig te ontwikkelen door het adembenemend tempo waarin de markt zich vernieuwt. Als ondernemer wil je weten welke concepten werken én standhouden. Ondernemers zijn continue op zoek naar het vergroten van het rendement op hun media investeringen. De vraag voor het programma The Future Now is ontstaan vanuit de vraag van mediaondernemers om ‘businesswise’ te kunnen innoveren; generieke business modellen en tools voor handen te hebben waarmee ze nieuwe diensten kunnen ontwikkelen die toekomstbestendig zijn. De vraag naar wat gaat werken, waarom en hoe speelt een terugkerende rol in de ontwikkeling van nieuwe mediadiensten.
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In this study we explore the potential benefits of a design thinking approach for improving the health of the music industry. We discuss the usefulness of the lab method in facilitating collaborations between education, research, and the professional field. This study highlights the importance of innovation and experimentation in the industry, and notes that students are well-positioned to provide fresh perspectives on business processes. According to one industry partner, creativity of this kind represents the future of the music industry.
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The European Open Platform for Prescribing Education (EurOP2 E) seeks to improve and harmonize European clinical pharmacology and therapeutics (CPT) education by facilitating international collaboration and sharing problem-based, online, open educational resources. The COVID-19 pandemic forced teachers to switch to virtual modalities, highlighting the need for high-quality online teaching materials. The goal of this study was to establish the online problem-based teaching resources needed to sustain prescribing education during the pandemic and thereafter. A nominal group technique study was conducted with prescribing teachers from 15 European countries. Results were analyzed through thematic analysis. In four meetings, 20 teachers from 15 countries proposed and ranked 35 teaching materials. According to the participants, the most necessary problem-based-online teaching materials related to three overarching themes. Related to learning outcomes for CPT, participants proposed creating prescription scenarios, including materials focusing on background knowledge and resources on personalized medicine and topical/ethical issues such as the prescription’s impact on planetary health. Second, related to teaching, they proposed online case discussions, gamification and decision support systems. Finally, in relation to faculty development, they recommend teacher courses, a repository of reusable exam questions and harmonized formularies. Future work will aim to collaboratively produce such materials.
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In the field of management science and business administration, the case method is gaining ground in research and in teaching. Case studies support on the one hand exploratory research and on the other hand problem-based teaching. However, we find that case research and case teaching remain unchained in management study programs and propose to close this gap. We identify an untapped potential of boosting the case method by integrating case-based research and teaching into a discovery and learning journey of applied science. We suggest embedding the “integrated case method” (ICM) in the ecosystem of universities, with the aim of enhancing and intensifying the knowledge transfer between business and the higher educational sector, thereby achieving better learning objectives in higher education. As a result, this approach enables the development of a high level of contextual intelligence and thus helps to avoid the fallacies of teaching based on uniform theoretical content.
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All social media should have a sticker saying 'Don't Jump for the Tool!' While it is tempting 'to use Twitter', the choice of a medium like Twitter cannot be seen in isolation of strategic goals, instruments and expected results, i.e. a communication strategy. We designed a board game, called the Media Strategy Game, which makes professionals aware of the choices and opportunities involved in developing a communication strategy. By playing the game, assumptions about objectives and results are made explicit and awareness is created for the activities needed to achieve objectives. The game therefore serves to stimulate discussions, provides insights for the development of an efficient media policy, and helps to create consensus. While designed for professionals who need to communicate a message inside or outside of an organization, it has also proved very valuable in trainings and in higher education. Recently a workbook has been added to the board game that helps professionals to formulate their communication strategy by providing 16 hands-on models for business strategy, business modelling, leveraging tools and formulating indicators to measure impact.
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