Future of Work: An Empirical Study to Understand Expectations of the Millennials from Organizations

2020 ◽  
Vol 8 (2) ◽  
pp. 272-288
Author(s):  
Anjali Chopra ◽  
Priyanka Bhilare

Technological disruptions are connecting the digital world with the physical one, encouraging new innovations such as artificial intelligence (AI), self-driving cars, robotics, and a globally connected economy, which in turn is changing the role of employees at the workplace. Given the changing dynamic work environment, the present study which is exploratory in nature attempts to understand the expectations, attitudes, and priorities of millennials from their future workplace. Specifically, this study focuses on millennials who are undergoing their education and will be entering the workforce. A combination of random sampling and convenience sampling was used to arrive at a sample size of 140. While millennials are technologically proficient, their expectations go beyond being technically superior. The findings from this research clearly suggest that millennials are looking for strong mentors both in their education and work environment and want a road map to help them grow. Reward and recognition of their ideas is very important and more than online course and e-learning modules, gaining exposure by working in cross-functional teams and with subject matters is important. Organizations should keep in mind the expectations and needs of this diverse group, which would help them while strategizing their recruitment, onboarding, and retention policies.

Author(s):  
Faridiah Aghadiati Fajri ◽  
RY. Kun Haribowo P. ◽  
Nurisqi Amalia ◽  
Dina Natasari

The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact on the learning process so that a way out is needed to bring it down. Gamification is a gaming technique that is applied to non-game applications to increase pleasure when interacting with these applications. This feature has been implemented in business applications, social media, e-commerce, and e-learning. However, the impact of playfulness in mitigating technostress has not been studied. This research examined the role of feedback mechanism and presentation mechanism in giving pleasure in LMS. Furthermore, this playfulness is expected to reduce the stress experienced by users. The research was conducted using a quasi-experimental method by giving participants time to follow the course with the gamification feature. The results showed that the gamification mechanism is able to provide pleasure which in turn will reduce the user's stress level. Based on the user-perceived of playfulness, gamification can reduce stress levels so it will reduce user resistance and increase the effectiveness of technology implementation.


2021 ◽  
Vol 11 (24) ◽  
pp. 11682
Author(s):  
Stylianos Mystakidis ◽  
Giorgos Filippousis ◽  
Dimitrios Tolis ◽  
Effrosyni Tseregkouni

A team of e-learning specialists was assigned the mission to design and develop seven short e-learning modules for young learners on popular topics with a prime focus on social-emotional learning. However, these courses had to be produced on a limited budget, hosted in a Moodle platform, and be delivered for free in asynchronous only mode. Hence, a playful method of meaningful storyfication was applied in e-learning to captivate attention and spark interest. In each module, a fictional story or metaphorical challenge with playful elements was introduced where learners were invited to assist the story’s protagonists or become the heroes themselves by engaging with content. As the role of teachers is vital for the adoption of technology-based solutions in education, a mixed method evaluation was undertaken to assess the effectiveness of the method. Forty-two educators reviewed the courses, answered a questionnaire and participated in interviews. Results indicated that participants highly appreciated the narrative aspects, visual, and auditory elements rendering the e-learning courses effective for the target audience. This article can assist educators, distance education designers and developers to adopt a playful mindset and learn how to integrate practically storytelling elements into their classroom-based and online teaching.


2019 ◽  
Vol 25 (10) ◽  
pp. 482-493 ◽  
Author(s):  
Deb Rawlings ◽  
Jennifer Tieman ◽  
Carly Moores

Background: CaseSearch ‘My Learning’ e-learning modules were designed to remind clinicians and practitioners about the role of evidence in practice and demonstrate how to find relevant evidence to make a difference in clinical care. This study aims to describe the role of the modules and their uptake, and determine whether the modules influenced the learners' palliative care practice and whether the modules were easy to use. Method: Two sets of questions were designed to capture data to evaluate the modules. Findings: The modules supported the awareness and use of evidence by health professionals. The modules contribute to ongoing professional development for practitioners and can improve palliative care practice. Conclusion: It is possible to collect meaningful data that contributes to understanding who uses e-learning resources and how useful healthcare professionals find them.


2019 ◽  
Vol IV (I) ◽  
pp. 12-20
Author(s):  
Allah Nawaz ◽  
Irfan Ullah Khan

E-Learning [EL] systems are developed by professionals but used by those belonging to one or another field and not the computer as subject. Given this, EL has to be developed within a scenario of technical, human and social aspects of the environment wherein the new system is about to operate. Which technologies are available and how they are perceived determines the development and use processes however, this relationship is mediated by users’ digital literacy issues and beliefs about the nature and role of ICTs in education? This is therefore incumbent upon developers and HEI-management to start with a broader picture of EL projects and make technical, human, social and organizational arrangements to develop and integrate the new system within the existing work environment making it supportive to prospected users. This paper develops theoretical model of theory of EL development and use in higher education in the background of developing states.


Author(s):  
Naaz Kirmani

The increased digitization has led to plethora of invaluable E-content, which lends itself for easy access and reference, economy of time, space & efforts. With the realization of E-learning at higher education levels, the real challenge lies in designing an educational system with the flavor of E-learning at the primary level. This requires accurate assessment of educational needs, understanding of global benchmarks and the applicability of new technology to the E-learning. An assessment of E-learning and its applicability at primary education is provided. The role of the library and steps for its metamorphosis to the digital world is presented.


2010 ◽  
Vol 14 (3) ◽  
Author(s):  
Xin Bai ◽  
Michael B. Smith

Educational technology is developing rapidly, making education more accessible, affordable, adaptable, and equitable. Students now have the option to choose a campus that can provide excellent blended learning curriculum with minimal geographical restraints. We proactively explore ways to maximize the power of educational technologies to increase enrollment, reduce failure rates, improve teaching efficiency, and cut costs without sacrificing high quality or placing extra burden on faculty. This mission is accomplished through open source learning content design and development. We developed scalable, shareable, and sustainable e-learning modules as book chapters that can be distributed through both computers and mobile devices. The resulting e-learning building blocks can automate the assessment processes, provide just-in-time feedback, and adjust the teaching material dynamically based upon each student’s strengths and weaknesses. Once built, these self-contained learning modules can be easily maintained, shared, and re-purposed, thus cutting costs in the long run. This will encourage faculty from different disciplines to share their best teaching practices online. The end result of the project is a sustainable knowledge base that can grow over time, benefit all the discipline, and promote learning.


2020 ◽  
Vol 48 (11) ◽  
pp. 1-7
Author(s):  
Guodong Yang

I proposed a model to explain how workplace fun is effective in facilitating employee creativity, with a focus on the mediating role of psychological safety in this relationship. Participants comprised 269 employees of hotels in China. Results show that workplace fun had a direct, significantly positive effect on employee creativity, as well as an indirect relationship through the mediator of psychological safety. These findings show that a fun work environment helps to enhance employee creativity. Thus, it is beneficial for managers of organizations to create a fun work environment, and they should also consider employees' sense of psychological safety when allowing employees to have fun at work.


2021 ◽  
Vol 11 (4) ◽  
pp. 158
Author(s):  
Abdul Halim ◽  
Elmi Mahzum ◽  
Muhammad Yacob ◽  
Irwandi Irwandi ◽  
Lilia Halim

Physics learning in universities utilized the Moodle-based e-learning media as an online learning platform. However, the effectiveness of remediating misconception using online media has not been widely researched. Therefore, this study was set to determine the level of misconception percentage reduction through the use of narrative feedback, the e-learning modules, and realistic video. The study was a quantitative approach with a quasi-experimental method involving 281 students who were taking basic physics courses in the Department of Physics, Chemistry, and Biology Education. The data collection used a three-tier diagnostic test based on e-learning at the beginning of the activity and after the treatment (posttest). The results of the data analysis with descriptive statistics show that the most significant treatment in reducing misconception percentage on the topic of free-fall motion was in the following order: narrative feedback, e-learning modules and realistic video. The misconception percentage reduction in the sub-concept of accelerated free- fall was effective for all types of the treatments.


2020 ◽  
Vol 41 (S1) ◽  
pp. s118-s118
Author(s):  
Mary T. Catanzaro

Background: The CDC and The Joint Commission have called for an interdisciplinary approach to antibiotic stewardship implementation. The healthcare team should consist of infectious disease physicians, pharmacists, infectious disease pharmacists, infection preventionists, microbiologists, and nurses. The scant literature to date has looked at nurses’ attitudes and beliefs toward participating in antibiotic stewardship and have identified several factors that contribute to the lack of uptake by nurses: lack of education around stewardship, poor communication among healthcare providers, and hospital or unit culture, among others. Additionally, nurses’ lack of interest in what would be more work or not within their scope of work was put forth as an additional factor by infection preventionists and pharmacists as a barrier to implementation. Method: An investigator-developed online survey was used to assess the usefulness of 3 investigator-developed educational e-learning modules that encompassed the role of nurses in antibiotic stewardship, pharmacy and laboratory topics related to antimicrobial stewardship, as well as the nurses’ attitudes toward their participation in such activities. Results: Participants took the survey after review of the 3 e-learning modules. The results indicate that, contrary to what pharmacists and infection preventionists thought, 82% of nurses felt they should contribute to and be part of the antimicrobial stewardship team. Additionally, after completing the modules, 73% felt more empowered to participate in stewardship discussions with an additional 23% wanting more education. 100% felt that they learned information that they could utilize in their everyday work. Barriers to implementation of stewardship activities on their unit included lack of education (41%), hospital or unit culture (27%), with only 4% citing they did not feel it was their job or that they had anything to contribute to a discussion. Also, 24% felt that there were no obstacles to participation. Conclusions: Surprisingly, most nurses who took this educational series and survey felt that they should be part of the antibiotic stewardship team. As cited previously from the literature, education and culture need to be addressed to overcome the nurses’ barriers to stewardship involvement. E-learning can provide an easy first step to educating nurses when time permits and can provide a good springboard for discussion on the units and with physicians and pharmacists. For a copy of the modules, please contact the author.Funding: NoneDisclosures: None


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