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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
Ahmed Abu Ghoush – ProQuest LLC, 2022
The purpose of this qualitative case study was to explore how hybrid team members perceive the influence of trust development, conflict management, leadership, and group dynamics at a midsized information technology-centered organization in a Southwestern city in the United States. The problem statement is: It is not known how hybrid team members…
Descriptors: Trust (Psychology), Behavior Development, Group Dynamics, Computer Software
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Jan Houška – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2025
The paper applies language management theory to study the interactions of international with local workers (simple management) and language policies (organised management) in 10 Czech video game studios. By longitudinally interviewing foreign game developers from Central-Eastern and Western Europe, as well as North and South America, I identified…
Descriptors: Video Games, Slavic Languages, English (Second Language), Second Language Learning
Pope, Angela D. – ProQuest LLC, 2014
The purpose of this study was to explore the variables that affect an individual's intention to use business intelligence technology in organizations. Constructs in the study were social influence, performance expectancy, effort expectancy, and behavioral intention. Social influence refers to verbal comments from executives and coworkers that…
Descriptors: Information Technology, Productivity, Social Influences, Intention
Patel, Sunil S. – ProQuest LLC, 2013
Social software technology has gained considerable popularity over the last decade and has had a great impact on hundreds of millions of people across the globe. Businesses have also expressed their interest in leveraging its use in business contexts. As a result, software vendors and business consumers have invested billions of dollars to use…
Descriptors: Computer Software, Productivity, Employee Attitudes, Business
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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
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Tsai, Ming-Tien; Cheng, Nai-Chang – Behaviour & Information Technology, 2012
The research includes various constructs based on social exchange theory and social cognitive theory. This study mainly explored the relationships among organisational justice, trust, commitment and knowledge-sharing cognition and verified their mediating effects through two variables of trust and commitment. A survey utilising a questionnaire was…
Descriptors: Foreign Countries, Epistemology, Structural Equation Models, Self Efficacy
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Paul, A. K.; Anantharaman, R. N. – Human Resource Development Quarterly, 2004
Although organizational commitment has been discussed frequently in organizational psychology for almost four decades, few studies have involved software professionals. A study in India reveals that HRM practices such as employee-friendly work environment, career development, development oriented appraisal, and comprehensive training show a…
Descriptors: Foreign Countries, Work Environment, Industrial Psychology, Computer Software