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1 – 10 of over 221000
Article
Publication date: 25 January 2021

Svetlana Bogomolova, Julia Carins, Timo Dietrich, Timofei Bogomolov and James Dollman

This research describes and evaluates the co-creation of a programme called “A Healthy Choice”. Underpinned by design thinking (DT), this study aims to improve the healthfulness…

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Abstract

Purpose

This research describes and evaluates the co-creation of a programme called “A Healthy Choice”. Underpinned by design thinking (DT), this study aims to improve the healthfulness of food choices in supermarkets among consumers to promote their well-being.

Design/methodology/approach

The research features two studies. Study 1 included five co-design workshops with consumers and staff (n = 32) to develop a consumer-centred programme. The findings supported the design and implementation of a programme evaluated in Study 2 (an ecological trial). The programme modified a supermarket environment to increase the prominence of healthier products (shelf-talkers and no discount), ran positive food experiences (cooking and label reading workshops) and was supported by a community-wide information campaign in social and local print media.

Findings

A total of 15 new strategies were developed by consumers and staff to support health and well-being in supermarkets. Feasibility discussions and staff voting contributed to the development and storewide implementation of the programme. Evaluation showed that the programme was effective in increasing consumer knowledge of healthier food choices (measured via public survey). Sales analysis showed mixed results; sales increased for promoted products in some categories, but there was no effect in others.

Research limitations/implications

Given the real-world setting in which this programme and its evaluation were conducted, there were several innate limitations. The co-design process generated many more ideas than could be implemented, thus creating a healthy “pipe line” for the next iterations of the programme.

Practical implications

The key contribution of this work to supermarket intervention literature is the recommendation to change the paradigm of engagement between the key stakeholders who are typically involved in supermarket programs. Using the co-design and DT frameworks, the authors offer an example of stakeholders working together in close partnership to co-design and collaboratively implement a programme that promotes healthier choices.

Originality/value

This project contributes to the emerging body of empirical work using DT principles in the area of healthy food choices in supermarkets. A rigorously designed evaluation of a co-designed supermarket programme contributes to scholarly evidence on food well-being programs in supermarkets.

Details

European Journal of Marketing, vol. 55 no. 9
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 3 February 2020

Tiffany W.M. FONG

This paper discusses the services and support from one of the government design-based business incubators in Hong Kong. The characteristics of a design business incubator are…

Abstract

Purpose

This paper discusses the services and support from one of the government design-based business incubators in Hong Kong. The characteristics of a design business incubator are explained, and a multiple-case study indicates the perspectives of incubatees from different design disciplines after their graduation from the incubation programme.

Design/methodology/approach

The research under discussion in this paper was based on eight design incubatees in different design disciplines within two years of incubation period, all of whom had participated in one of the government-funded business incubation programmes for designers in Hong Kong. The programme is unique because there are no other government-based incubation programmes for designers in Hong Kong. Semi-structured interviews were conducted to collect feedback from incubatees in areas ranging from terms of service to support of the incubation programme.

Findings

The services of training, mentorship and finance were found to be the most important to design start-ups. Financial support and flexible funding allocation were another important issue for design incubatees, but training in these subject areas was not included in the incubation programme. However, it was confirmed that funding provided may have helped a number of the incubatees in developing their start-up businesses as a result of the reduced financial burden and office allocation.

Research limitations/implications

The research focused on one incubation programme because of the lack of incubation programmes for designers in Hong Kong, therefore future research which compares different types of business incubation programmes is suggested.

Practical implications

The outcomes of the research not only identified the possible areas of development and improvement of business incubation in entrepreneurship but they will also be useful for the government, universities, institutions, designers, policy makers, entrepreneurs and practitioners. These, in addition to industry stakeholders who want to evaluate their entrepreneurship programmes and develop their plans for potential development in incubation- or entrepreneurial-related programmes or training, especially in the area of design, will find the results useful.

Details

Higher Education, Skills and Work-Based Learning, vol. 10 no. 3
Type: Research Article
ISSN: 2042-3896

Keywords

Article
Publication date: 1 May 1983

In the last four years, since Volume I of this Bibliography first appeared, there has been an explosion of literature in all the main functional areas of business. This wealth of…

16284

Abstract

In the last four years, since Volume I of this Bibliography first appeared, there has been an explosion of literature in all the main functional areas of business. This wealth of material poses problems for the researcher in management studies — and, of course, for the librarian: uncovering what has been written in any one area is not an easy task. This volume aims to help the librarian and the researcher overcome some of the immediate problems of identification of material. It is an annotated bibliography of management, drawing on the wide variety of literature produced by MCB University Press. Over the last four years, MCB University Press has produced an extensive range of books and serial publications covering most of the established and many of the developing areas of management. This volume, in conjunction with Volume I, provides a guide to all the material published so far.

Details

Management Decision, vol. 21 no. 5
Type: Research Article
ISSN: 0025-1747

Keywords

Article
Publication date: 7 July 2022

Annemarie Horn, Aukelien Scheffelaar, Eduardo Urias and Marjolein B.M. Zweekhorst

To prepare students to address complex sustainability issues, they need to be trained in inter- and transdisciplinarity. This paper aims to contribute to better understanding how…

Abstract

Purpose

To prepare students to address complex sustainability issues, they need to be trained in inter- and transdisciplinarity. This paper aims to contribute to better understanding how to do this, by providing insight into design elements and strategies deployed in inter- and transdisciplinary sustainability education.

Design/methodology/approach

A systematic literature search was conducted to select inter- and transdisciplinary sustainability programmes. Through deductive and inductive qualitative analysis, design elements and strategies were identified and defined.

Findings

Eleven inter- and transdisciplinary programmes were identified. A comprehensive overview of their design elements and strategies is provided. Moreover, three patterns emerged: students were often only involved in the execution, but not in the preparation and evaluation stages of projects, and thus not trained in these; many programmes relied on diverse student representation for interdisciplinary learning and did not explicitly train interdisciplinary integration; and the societal value of transdisciplinary collaboration received little attention in the evaluation of outcomes and impacts.

Research limitations/implications

Follow-up research into the effectiveness of design elements and strategies for inter- and transdisciplinary sustainability education is needed, because the field seems to be understudied.

Practical implications

The comprehensive overview of design elements and strategies for inter- and transdisciplinary sustainability education holds the promise to inform design of novel programmes with similar ambitions. Moreover, the findings urge additional attention for explicitly training interdisciplinary integration and safeguarding the societal value of transdisciplinarity.

Originality/value

This review presents new insights into strategies and design elements for inter- and transdisciplinary sustainability education.

Details

International Journal of Sustainability in Higher Education, vol. 24 no. 1
Type: Research Article
ISSN: 1467-6370

Keywords

Book part
Publication date: 19 March 2013

Patrick Lynch, Mary T. Holden, Anthony Foley, Denis Harrington and Jennifer Hussey

While larger tourism enterprises benefit from a graduate management intake and continuing executive development, the owner of the small tourism operation is limited in continuing…

Abstract

While larger tourism enterprises benefit from a graduate management intake and continuing executive development, the owner of the small tourism operation is limited in continuing education and professional development opportunities due to resource poverty, lack of appropriate and available tertiary tourism education. This chapter details the pedagogical and technological challenges faced by the education team at Waterford Institute of Technology (WIT) in developing and implementing an innovative blended learning degree, customised to meet the requirements of the entrepreneur for a sense of involvement, relevance and flexibility. Understanding how to harmonise blended learning with face-to-face PBL was the cornerstone of success in the design and implementation of the programme and the insights gained will provide guidelines to educators who are responsible for the development of relevant and accessible business degree programmes for owner/managers of micro/small business enterprises.

Details

Increasing Student Engagement and Retention in e-learning Environments: Web 2.0 and Blended Learning Technologies
Type: Book
ISBN: 978-1-78190-515-9

Book part
Publication date: 14 December 2023

Paul Chiedozie Odigbo

Entrepreneurship education is being taught to undergraduates in tertiary institutions and fresh graduates in youth programmes to encourage start-ups and create employment as a…

Abstract

Entrepreneurship education is being taught to undergraduates in tertiary institutions and fresh graduates in youth programmes to encourage start-ups and create employment as a strategy to stem youth unemployment. As such, entrepreneurship education programmes are expected to include rigorous processes of programme design, implementation and evaluation so as to achieve changes in behaviour, attitude and action of participants measureable in terms of start-up and jobs created. Two entrepreneurship education programmes implemented in Nigeria are evaluated to ascertain the level of effectiveness in design, implementation and evaluation and the outcomes in terms of start-ups and employment created. Research methods adopted in the two programmes combine observation techniques with content analyses, action research in case study and focus group interviews. In addition, test-retest techniques in a quasi-experimental design, with a structured questionnaire is adopted in programme number two only. The findings are that while it is suspected that the design stage is jumped in programme number one, in programme two, the design is poorly done. Implementation is ineffective in the two programmes because objectives did not arise from programme design as they ought to and evaluation methods are inappropriate and so ineffective. The recommendations include review of the design of the two programmes to generate appropriate and measurable objectives; adopting implementation strategies that will achieve the measurable objectives generated from revised programme designs and adopting appropriate evaluation techniques that has capacity to measure outcomes and impact in addition to outputs.

Details

Delivering Entrepreneurship Education in Africa
Type: Book
ISBN: 978-1-83753-326-8

Keywords

Article
Publication date: 30 August 2011

Mohammed N. Juaim and Mohammad A. Hassanain

The objective of this paper is to present an assessment of the factors that influence the process of developing and implementing the architectural program (design brief) for…

Abstract

Purpose

The objective of this paper is to present an assessment of the factors that influence the process of developing and implementing the architectural program (design brief) for buildings projects.

Design/methodology/approach

Published literature has been analyzed and interviews with a group of design professionals and owner's representatives were conducted for the purpose of identifying the factors that influence the process of developing and implementing the architectural program for building projects. This resulted in the identification of 28 factors, which were classified into several groups. A questionnaire was developed that included the identified factors to assess their level of importance. Responses to the survey were received from 50 Architectural/Engineering (A/E) design firms and three major owners of building projects. These 53 respondents were distributed throughout the Eastern Province, Riyadh and Jeddah in Saudi Arabia.

Findings

The research has confirmed the importance of all the identified factors, and identified the most influential factors in each of the factor groups. The survey findings indicate that the respondents recognize the significance of the factors that relate to the architectural programmer, the role of communication throughout the programming process, the program data, the management and control of the architectural programming process, the allocated time and budget, and the owner and their representatives, in descending order, respectively when endeavoring on the development and implementation of the architectural program for building projects.

Originality/value

This paper provides a practical value to architectural programmers, design professionals, facility managers, and building owners endeavoring on planning, designing, constructing, and operating new building projects.

Details

Structural Survey, vol. 29 no. 4
Type: Research Article
ISSN: 0263-080X

Keywords

Article
Publication date: 18 June 2019

Thomas Hainey, Gavin Baxter and Amanda Ford

Rudimentary programming is an essential, transferrable, problem solving skill in many higher education (HE) programmes in academic institutions including Software Engineering…

Abstract

Purpose

Rudimentary programming is an essential, transferrable, problem solving skill in many higher education (HE) programmes in academic institutions including Software Engineering, Business Information Technology, Computer Games Development, Design and Technology. The purpose of this paper is to address some of the problematic issues associated with teaching programming by the utilisation of a new novel teaching approach called games-based construction learning (GBCL) to attempt to increase motivation, engagement and learning effectiveness. An international and national trend is to introduce coding at earlier education levels resulting in upper primary education (PE) being the focus of this paper to ascertain if GBCL using Scratch to teach programming concepts is more effective at different levels of upper PE.

Design/methodology/approach

A large-scale empirical study introducing GBCL to teach programming concepts into 16 classes between levels 4 and 7 in PE utilising 384 children. A detailed implementation framework for GBCL using Scratch in PE was utilised to address all incorporation issues and the games constructed by the children scored utilising a game codification scheme specifically designed to address programming and design as a quantification rubric. The experiment utilised eight 1- h lessons on GBCL using Scratch.

Findings

The resulted in 178 games of varying levels of complexity developed. The results indicated that GBCL was an effective mechanism to teach programming concepts using Scratch at all levels of upper PE. Primary seven students scored higher in relation to the design metric of the quantification codification rubric.

Research limitations/implications

Under the Curriculum for Excellence (CfE) in Scotland non-traditional teaching approaches are encouraged and development of digital literacy skill is highly advocated. This has resulted in a new approach, novel approach called GBCL where children create their own games utilising an engine such as Scratch is gaining significant attention in terms of being a novel approach. Despite a plethora of similar studies associated with GBCL, it is still not as developed as games-based learning and requires further empirical studies to support the validity of the approach and resolve identified issues.

Practical implications

Computer programming itself can lead to a highly rewarding career in a number of sectors from games development to banking, such as cybersecurity and systems development. In the last decade, in particular due to the ubiquitous nature of technology there is an increasing international and national trend associated with teaching rudimentary programming concepts at a far younger age including secondary education and the upper PE level. Introducing programming at an earlier level is now being considered essential as the path to transfer from novice to expert programmer level in time is considered nearly a decade approximately. The introduction of GBCL interventions may yield positive results in a supplementary learning capacity in accordance with the CfE and increase the educational effectiveness of programming education in later levels of education.

Originality/value

This study presents a large-scale empirical evaluation of GBCL in upper PE utilising a compiled implementation framework for incorporation and a detailed game codification scheme to quantify the games produced highlighting coding constructs and design.

Details

Journal of Applied Research in Higher Education, vol. 12 no. 3
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 23 October 2023

Poh Kiong Tee, Tat-Huei Cham, Eugene Cheng-Xi Aw, Adham Khudaykulov and Xiaoyu Zhang

Digitalisation is reshaping the learning process, shifting it towards personalisation and online learning, and fuelling the growth of massive open online courses (MOOCs) and…

Abstract

Purpose

Digitalisation is reshaping the learning process, shifting it towards personalisation and online learning, and fuelling the growth of massive open online courses (MOOCs) and micro-credentials. Despite being a popular global trend, limited studies have looked at micro-credentials and their impact on learners' behavioural outcomes. The purpose of this study is to investigate the impact of programme design factors on learning experience, as well as the inter-relationships between programme design, learning experience and behavioural responses (e.g. engagement and willingness to pay more (WTPM)) towards micro-credentials. In addition, the study aims to investigate learning enjoyment as a moderator.

Design/methodology/approach

A survey questionnaire was used to collect data from 354 respondents who are working adults living in the major economic states in Malaysia. Data analysis was performed using the analysis of a moment structures (AMOS) statistical software and SPSS (Statistical Package for the Social Sciences) PROCESS macro.

Findings

The results show the significance of programme design factors (i.e., flexibility, system quality and content quality) in determining the learning experience. The learning experience is found as a mediator in the relationship between programme design factors and learner engagement and WTPM. In addition, the moderation assessment confirms that enjoyment during learning strengthens the relationship between experience and behavioural responses.

Originality/value

This study is amongst a few selected studies that focus on engagement in and WTPM for micro-credentials. In addition, it emphasises the mediating role of the learning experience and the moderating role of enjoyment in understanding the impact of programme design on learners' experiences and behavioural responses.

Details

International Journal of Educational Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0951-354X

Keywords

Article
Publication date: 26 July 2022

Deborah Silvis, Victor R. Lee, Jody Clarke-Midura and Jessica F. Shumway

Much remains unknown about how young children orient to computational objects and how we as learning scientists can orient to young children as computational thinkers. While some…

Abstract

Purpose

Much remains unknown about how young children orient to computational objects and how we as learning scientists can orient to young children as computational thinkers. While some research exists on how children learn programming, very little has been written about how they learn the technical skills needed to operate technologies or to fix breakdowns that occur in the code or the machine. The purpose of this study is to explore how children perform technical knowledge in tangible programming environments.

Design/methodology/approach

The current study examines the organization of young children’s technical knowledge in the context of a design-based study of Kindergarteners learning to code using robot coding toys, where groups of children collaboratively debugged programs. The authors conducted iterative rounds of qualitative coding of video recordings in kindergarten classrooms and interaction analysis of children using coding robots.

Findings

The authors found that as children repaired bugs at the level of the program and at the level of the physical apparatus, they were performing essential technical knowledge; the authors focus on how demonstrating technical knowledge was organized pedagogically and collectively achieved.

Originality/value

Drawing broadly from studies of the social organization of technical work in professional settings, we argue that technical knowledge is easy to overlook but essential for learning to repair programs. The authors suggest how tangible programming environments represent pedagogically important contexts for dis-embedding young children’s essential technical knowledge from the more abstract knowledge of programming.

Details

Information and Learning Sciences, vol. 123 no. 9/10
Type: Research Article
ISSN: 2398-5348

Keywords

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