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Diese Bachelorarbeit zeigt Empfehlungen auf, welche bei der Projektplanung und Projektumsetzung eines digitalen Lernkonzeptes mit einem LMS beachtet werden sollten. So können Projektziele erreicht werden, welche zum Erfolg des Konzeptes und damit des Projektes führen. Durch das Konzept soll eLearning in einem mittelständischen Familienunternehmen eingeführt werden. Es ist ersichtlich, dass die Integration der Zielgruppe in das Projekt zum Erfolg führen kann. Auch bedarf es einer Akzeptanz von Veränderungen und Weiterbildung. So kann es zur Nutzung des Konzeptes kommen. Dieses kann dabei bei aktuellen Herausforderungen der vorliegenden Unternehmensform helfen.
An Analysis of Group Context Effects on Perceptions of Characteristics Relevant to Mate Choice
(2021)
Research on the perception of faces proposes a significant influence of social context on trait judgements. For instance, the “cheerleader effect” suggests an increase in the attractiveness of an individual based on the presence of additional faces. Further extensions to other trait characteristics have resulted inter alia in the awareness of the “banker effect”, which indicates that individuals in a group setting as opposed to in isolation are perceived to earn a higher salary. In light of recent findings in evolutionary psychology respective mate preferences, it is of interest to investigate potential nodes to social context effects. In addition to the replication of the cheerleader and banker effect, our study aimed to examine the effects of group context for characteristics relevant to mate choice. Besides the significance for attractiveness and salary, we were able to observe statistical significance for health and intelligence on both a subject and stimulus basis in a within-subjects design. However, we were not able to find significant differences in the isolated and group ratings for vanity, emotional stability, pleasing disposition, and unreliability. Furthermore, the evolutionary significance and the results of our study prompted us to address commonalities between the effects of social context on cognition and the social brain hypothesis and to reflect on possible underlying mechanisms and consequences.
As COVID-19 forces school to shutdown, distance learning or homeschooling is increasingly becoming the preferred and safest mode of delivering education. The new trend however, raises underlying questions on the implication it will have on the educational gap and attainment between advantaged and disadvantaged students in Germany, stemming from the diverse economic, cultural and social situation among the student population. This study presents results of a comparative analysis between advantaged and disadvantaged students in Germany using the PISA data 2018. The study investigated, how large the educational gap in Germany between advantaged and disadvantaged students is and what influences this gap. More specifically, what effect COVID-19 induced school interruption has in increasing the educational at- tainment between the student population. The findings show that there is an educa- tional gap between advantaged and disadvantaged students in Germany and socio- economic and cultural factors influence student performance which aligns with the findings in the literature review. Furthermore, school closures of 51 days result to a loss of 3.26, 3.37 and, 4.12 PISA point for advantaged students in maths, science and reading respectively and a loss of 8.4, 8.1 and 5.01 PISA points in maths, sci- ence and reading for disadvantaged students. The results show an increase in the educational outcome and inequality between advantaged and disadvantaged students in Germany. The findings, necessitate the need for policy makers to neutralize the learning losses resulting from the COVID-19 induced remote learning.
In 2020 a pandemic caused the universities in Germany to close their doors for their
students. For the Hochschule Furtwangen University, it was the first time that online
classes were introduced on a large-scale. The objective of this thesis paper is to
investigate how international students at HFU Business School cope with having online
classes due to COVID-19 and to derive based on those findings a recommended course
of action.
The researcher conducted 32 semi-structured in-depth interviews with international
students, local students, professors, and university employees to examine the status quo.
A thorough literature review on studying and working from home formed the interview
questions' foundation. The interview covered several aspects of students' life, such as
studying, language development, or social factors.
Based on the findings, a recommended course of action was derived. Those 14
recommendations include practical suggestions covering different facets for the
university to implement to improve international students' ability to cope with the
restrictions caused by the pandemic and the resulting online classes successfully.
Transforming a face-to-face (F2F) medical congress into a virtual experience without losing the added value of the offline event is the challenge many associations and event organizers face in 2020.
Background: The unexpected COVID-19 outbreak has made face-to-face congresses impossible in Q2 of 2020. In order to continue medical education, virtual congresses are organized.
Objectives: The aim of this thesis is to determine the advantages of a virtual congress format and illustrate a way to effectively organize a virtual congress. Moreover, the thesis aims to analyze the performance of the digital experience platform (DXP) created by MCI the Netherlands, taking into consideration different stakeholders’ needs and its future opportunities.
Methods: This bachelor thesis is based on the available literature as well as data from the company MCI the Netherlands and quality interviews were conducted with
10 industry experts.
Results: The digital experience platform can increase registration numbers and share the content with more people worldwide like never before. With the easy accessibility, the DXP offers the possibility to increase audience reach. By offering a long-term learning opportunity the platform enhances the user experience of the delegates. Valuable data insight can be retrieved through the platform and shared with various stakeholders. Evaluating the advantages of virtual congresses, it can be said that virtual congresses will be the future of the event industry, however they will not replace face-to-face congresses but can be seen as an additional learning possibility.
Conclusion: With the digital experience platform MCI the Netherlands was able to successfully transform their internal digital capabilities into a future-proof innovative client solution. MCI is the first company in the European market who offered a virtual experience for more than 10.000 participants and strengthened their position as one of the market leaders.
Games are characterized above all by the fact that players naturally show a very high willingness to play. By using Gamification, one attempts to transfer this high motivational potential to other contexts by integrating elements of a game in a non-playing situation.
This bachelor thesis deals with the research question of how Gamification can influence the motivation and performance of users. It discusses how a gamified system must be designed in order to get the best possible benefit. Furthermore, the risks of Gamification are named and measures to reduce these risks are mentioned.
The methodology used is a literature search in which Gamification and its components are first defined, followed by a definition of motivation and performance. Furthermore, typically used game elements are presented and their effects are explained. Gamification is categorized according to two different approaches, differentiating between various types of Gamification. In order to explain the motivational effect, various psychological motivation theories are presented. The focus is on the self-determination theory according to Deci and Ryan, where the fulfilment of the needs of competence, autonomy and social relatedness are crucial for the emergence and maintenance of motivation. This theory is also used to understand performance improvements.
By presenting practical experiments in which Gamification systems have been developed, it becomes apparent that Gamification can have positive effects on the motivation and performance of users, provided that the basic psychological needs mentioned above are addressed. However, negative effects and various risks that Gamification can entail were also identified. For example, the ability to work in a team, the self confidence of the users, and the quality of the work can suffer if Gamification is implemented incorrectly.
For future research, it is essential to focus more on the interaction of different game elements, to differentiate between the quantity and quality of the achieved results, and to observe the long-term effects of a gamified system.
Since the introduction of the concept of Emotional intelligence (EI), there has been affective turbulence in the past decades in the scientific community. The interest in the concept has been growing since the popularization of it in 1995 by Goleman (Goleman, 1995). It has been claimed to be a new way to success, as it was being linked to performance, job satisfaction, many other work-related constructs (Wong & Law, 2002; Bozionelos & Singh 2017; Miao et al., 2018; Prentice, 2016) and even health-related benefits (Goleman, 2020).
On the other side, the concept of Social Intelligence (SI), which was first introduced and used by Thorndike in 1920, has been around in the scientific community for quite some time as well. It is known for reducing conflict, creating collaborations and mobilizing people towards a common goal (Albrecht, 2005).
There has been a perplexing use of them in the field of research. Therefore, the purpose of this thesis is to examine conceptual issues as the similarities and differences between the two constructs and drawing a clear line between the two. A theoretical review has been conducted for independently understanding each concept. Different conceptual models have been analyzed for differences and similarities, in terms of definition, use, skill, problem-solving area, depth of the construct and aim of reasoning. The conceptual analysis shows there are some distinct differences. In addition to that, the results indicate that both concepts are multidimensional, overlapping and interdependent.
Entrepreneurship research faces a crossroads and a new approach is needed to better understand entrepreneurial behavior. Incorporating neuroscience to comprehend the entrepreneurial mindset seems promising. Nevertheless, the potential of neuroscience for entrepreneurship research is only slowly being realized. Based on an extensive literature review, this thesis examines the emerging role of neuroscience with respect to entrepreneurship. Referring to the model of the entrepreneurial process, this thesis investigates how entrepreneurs discover, exploit, and finally capture opportunities. In this context, explanations regarding trait, expertise, adaptation, and mindset of the entrepreneur are relevant for further examination. Moreover, decision-making in uncertain situations is analyzed. In this context, the dynamic interplay between the reflective and reflexive system is considered. Ultimately, this thesis provides recommendations for organizational innovation to enhance entrepreneurial
activity.
Emerging markets are at the core of developing frugal innovations that create value in society. This research paper's overall purpose is to showcase how the emerging market of Zimbabwe has created frugal products through the company Econet Wireless Limited; that have brought a significant turnaround in the economy and, in doing so, have positively impacted the society. Additionally, the research problems of the company’s precise frugal innovations, how they create social value, and to what extent were investigated. The case study method was utilized, and data was collected using existing and or secondary data. Of the frugal innovations by Econet Wireless Limited, Ecocash, a mobile money service, provided a financial system for the unbanked and exbanked solving the money or coin shortage problem. Econet Solar, Econet’s brand for solar products, presented an alternative source to the country's lack of electricity. However, beneficial both products were discovered to have shortcomings that can be improved upon or corrected.
The well-substantiated “cheerleader effect” proposes that individuals in groups are perceived to be more attractive compared to when they are presented in isolation. With the aim of finding out whether this effect is applicable to additional dimensions of social perception, we investigated attractiveness, salary, vanity and intelligence judgements in two methodologically distinct experiments. We could not detect differences in ratings between the isolated and group presentations of individuals in a between-subjects design but found evidence supporting the existence of the cheerleader and the “banker effect” in the within-subjects design. Besides an increase in attractiveness, replicating the cheerleader effect, individuals were as well perceived to be earning higher salaries when surrounded by others, thus establishing the banker effect and further emphasising the actual impact of group context on trait judgements. The supplementary finding that both effects do not occur simultaneously within the same person creates new pathways for identifying their underlying causes and deriving possible explanations.