Corporate Training, Corporate Culture, Corporate Behavior: Development Based on Remote Education Technologies

2016 ◽  
Author(s):  
Polina Ananchenkova

Author(s):  
Paul Pivec ◽  
Maja Pivec

Game-based learning has gained popularity in schools and has been proposed for adult education, both at Universities and in the corporate training sector. Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. In this environment the teacher or trainer becomes the active partner, moderator and advisor of the educational process, not just a repository of the information importing his or her own knowledge to a passive learner as in traditional education. Learners bring their prior skills and knowledge to the classroom community. The trainer structures learning situations in which each learner can interact with other learners to develop new knowledge and fashion their own needs and capacities. Knowledge is generated from experience with complex tasks rather than from isolated activities like learning and practicing separately. Skills and knowledge are best acquired within the context. This helps the learners easily to transfer learning from classroom to “real life” and back, or information from one subject to another. Therefore this method requires that the trainer and learners play nontraditional roles such as interaction and collaboration with each other within the educational process. The classroom drops the physical boundaries and becomes a goal-oriented platform dedicated to learning. Online role-play scenario platforms offers an environment where trainers can define their own role-playing scenarios and provide the opportunity for learners to apply factual knowledge and to gain experience through the digital world. Trainers can define new games or adopt and modify sample games without any programming skills. Some platforms provide a variety of communication means within the scenarios; players can communicate with the use of multimedia discussion forums, text and voice chat modules, as well as through multi-user video conferencing. These platforms foster participation in problem-solving, effective communication, teamwork, project management, as well as other soft skills such as responsibility, creativity, micro-entrepreneurship, corporate culture, and cultural awareness. They are designed for use as a supplement to normal in-class teaching and corporate training, but it is also possible to be used independently from a class course. The constructivist design required for successful Game-Based Learning will be discussed and a model is provided to display how Game-Based Learning occurs in a collaborative online environment. This chapter will present example scenarios and highlight resources available to interested teachers and trainers.







Author(s):  
Doris Lee

In the context of the increasing economic importance of the Pacific Rim, the unique historical and cultural factors that impact organizational and corporate culture in the East Asian business world have been the subject of much discussion. East Asian culture and its attendant philosophical influences will first be discussed. Improving corporate training in East Asian business can be aided by the application of a whole-system approach that is able to encompass the cultural and philosophical background of East Asian business. Drawing from systems theory, human resource management, and instructional systems design, this chapter will propose suggestions for East Asian corporate training. In addition, suggestions for online learning design using this theoretical background will be established.



2011 ◽  
Vol 01 (01) ◽  
pp. 127-168 ◽  
Author(s):  
Hersh Shefrin ◽  
Enrico Maria Cervellati

This paper provides a behavioral analysis of BP, whose capital budgeting decisions in the last decade have resulted in a series of high-profile accidents, including the worst environmental disaster in US history. This analysis uses BP as a vehicle to discuss the application of business processes and psychological pitfalls to analyze corporate culture. The paper identifies weaknesses and vulnerabilities in BP's culture, makes comparisons with the corporate financial practices at other firms, and offers suggestions about how BP can engage in debiasing. Notably, the paper also suggests that insufficient knowledge of behavioral decision making resulted in analysts, investors, and regulators attaching insufficient emphasis to the risks in BP's operations. The paper calls for more attention to the psychological aspects of corporate behavior by analysts, regulators, corporate managers, and academics.



2020 ◽  
pp. 1558-1572
Author(s):  
Doris Lee

In the context of the increasing economic importance of the Pacific Rim, the unique historical and cultural factors that impact organizational and corporate culture in the East Asian business world have been the subject of much discussion. East Asian culture and its attendant philosophical influences will first be discussed. Improving corporate training in East Asian business can be aided by the application of a whole-system approach that is able to encompass the cultural and philosophical background of East Asian business. Drawing from systems theory, human resource management, and instructional systems design, this chapter will propose suggestions for East Asian corporate training. In addition, suggestions for online learning design using this theoretical background will be established.



2021 ◽  
Vol 11 (2) ◽  
pp. 659-686
Author(s):  
Özlem IŞIK

Corporate websites are one of the most effective tools for the organization to communicate with its target audience. In addition to being effective communication tools, corporate websites also support corporate communications and help the formation of corporate identity. Corporate identity is a completely planned process in which the character of the corporation is expressed. Determining the extent of the usage of these tools and applications in the websites of corporates is important in terms of presenting the current situation and making predictions for the future. Universities use web sites to communicate effectively, efficiently and quickly with their internal and external stakeholders and hence make use of websites as promotional tools. In this study, the websites of the universities ranked top ten according to URAP 2020- 2021 (University Ranking by Academic Performance) have been analyzed with content analysis method in the context of cultural identity dimensions. Study results have shown that, applications about corporate communications and its tools and the visual elements of corporate identity take place in all of the corporate websites; the websites are tried to be made interesting, especially with animated images; the elements about corporate culture take place in faculty home pages; the elements about corporate behavior is featured with the purpose of information after alteration or activity; the senior management staff are featured more on the component of corporate structure and the industry identity components of universities have similar programs hence it can be said that they gain industry identity. For future studies, conducting a comparative analysis on private and public universities and a comparative analysis on the context of different themes of the websites of the universities in our country and the universities operating abroad can be presented as suggestions.





2005 ◽  
Author(s):  
Jack Wiley ◽  
Ron James
Keyword(s):  


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