NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 3 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
Peer reviewed Peer reviewed
Direct linkDirect link
Hendriks, Stefan; Sung, SeoYoon; Poell, Rob F. – Journal of Workplace Learning, 2018
Purpose: The purpose of this study was to explore how customer-facing professionals (CFPs) created learning paths to adapt to changing customer needs in a digital environment. Design/methodology/approach: Two groups of CFPs were created from a previous single-case study to examine the learning paths of the two groups. Both groups were digitally…
Descriptors: Technical Support, Service Occupations, Case Studies, Technological Literacy
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Yan – Journal of Workplace Learning, 2012
Purpose: This paper aims to discuss the challenge for the classical idea of professionalism in understanding the Chinese software engineering industry after giving a close insight into the development of this industry as well as individual engineers with a psycho-societal perspective. Design/methodology/approach: The study starts with the general…
Descriptors: Foreign Countries, Identification, Engineering, Industry