scholarly journals Influenced Assessment in the IT Training,

2021 ◽  
Vol 11 (1) ◽  
pp. 129-138
Author(s):  
Imre Gábor Szabó ◽  
Keyword(s):  
2008 ◽  
Author(s):  
Kristin L. Cullen ◽  
Houston F. Lester ◽  
Ana M. Franco-Watkins ◽  
Daniel J. Svyantek
Keyword(s):  

Author(s):  
Hilal Atasoy ◽  
Rajiv D. Banker ◽  
Paul A. Pavlou

Job erosion is a major concern globally, especially given the COVID-19 pandemic. Unemployment and low wages remain pressing societal challenges in the wake of increased automation, more so for traditionally disadvantaged groups in the labor market, such as women, minorities, and the elderly. However, workers who possess relevant information technology (IT) skills may have an edge in an increasingly digital economy. In this study, we examine the role of IT skills in labor market outcomes for workers, using a household IT use survey from an emerging economy that captures detailed, individual-level data on IT skills, which are also integrated with data on workers’ wages, occupations, and industries between 2007 and 2015. The results indicate that basic IT skills increase individuals’ employment probability, which is driven by both higher labor force participation and a higher probability of transitioning from unemployment to employment, after accounting for the decision to participate in the workforce. Advanced IT skills do not provide a significant incremental effect on employment probability on top of basic IT skills. However, having advanced IT skills helps workers to earn higher wages while incrementally increasing the probability that they are employed in higher-paid jobs. Interestingly, the effect of basic IT skills on employment is significantly larger for the female and older workforce that typically has a higher preference for flexible work options. These results emphasize the importance of providing necessary IT access and offering basic IT training to traditionally disadvantaged groups to close the IT skills gap and the digital divide. We offer implications for the future of work, education, and public policy for designing IT training policies for workers, students, and organizations to stimulate employment with higher wages, particularly in developing economies and for traditionally disadvantaged segments of the workforce, such as women and the elderly, particularly after the COVID-19 pandemic.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Babak Ziyae ◽  
Hossein Sadeghi ◽  
Maryam Golmohammadi

Purpose Consistent with the dynamic capabilities view tenets, this paper aims to conceptualize a theoretical framework of service innovation in the hotel industry. Design/methodology/approach This study uses a qualitative method with a content analysis approach. The data were collected using a snowball sampling method and semi-structured interviews with 14 experts in Tehran's hotel industry. Findings The findings demonstrate that the most significant factors are using the new technology, keeping up with it, training human labor, being up-to-date and adopting new infrastructures. Results also reveal that improper management and lack of knowledge are the most critical factors behind service innovation failure in the hotel industry. Regarding the infrastructures needed to develop service innovation in the hotel industry, the results show that adopting the newest technology in diverse aspects, human infrastructure, the capital and appropriate space and place are the key factors. Originality/value This paper contributes to the literature by linking the service innovation perspective to the dynamic capabilities view. It explains how hotels can enhance service innovation to gain a competitive advantage. Therefore, both academicians and hoteliers can develop action plans by selecting and managing the service innovation process.


2015 ◽  
Vol 27 (2) ◽  
pp. 58-73 ◽  
Author(s):  
Jianping Peng ◽  
Jing Quan ◽  
Guoying Zhang ◽  
Alan J. Dubinsky

A firm's core competitiveness results primarily from its ability to innovate. Knowledge sharing plays an important role in promoting sustained innovation. This research examines two factors that enable employee knowledge sharing. Using responses from a questionnaire that was distributed to professionals in a research and development (R&D) department of a Chinese commercial elevator firm, the investigation examines whether social relationships and contextual performance influence knowledge sharing through the moderating effect of employee IT competence. Study findings reveal that social relationships—which include both the degree of centrality of the employee's social network and frequency of interpersonal interaction—and employee contextual performance have a significant positive impact on knowledge sharing. This association, however, is found to be positively moderated by employee IT competence. The findings provide managerial and future research insights pertaining to promoting knowledge sharing by enhancing employee social relationships, rewarding contextual performance, and providing regular IT training for employees.


2006 ◽  
Vol 38 (1) ◽  
pp. 190-204 ◽  
Author(s):  
Milja Vujacic

The paper deals with problems faced by children with special needs and the perspectives for their development. The research on the environment in which children with special needs live testify to what extent the community provides for their development. Since the environment is not encouraging obstacles are numerous, often detrimental due to prejudice, stereotypes and negative attitudes. However, our research data show that organized activities in the process of inclusive education significantly contribute to the changes in attitudes towards children with special needs, which creates favorable conditions for quality in education and overall development. Changing attitudes concerning children with special needs and creating conditions for discovering their preserved potential, through the interaction with other children, are the basis for their further development and, to the extent to which they are capable of it, training for future independent life. The paper suggests that inclusive education is a possible solution for the children with special needs and the way to stimulate and improve their development.


2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


2014 ◽  
Vol 22 (3) ◽  
pp. 7-10

Purpose – The purpose of this paper is to observe how telecommunication giant BT has used e-learning to prepare more than 6,000 information technology (IT) and technical staff over the past 2 years to support a move into new markets. Design/methodology/approach – Reveals how the company met the challenges of rapidly improving the skills of IT and technical staff, standardized a best-practice approach to IT training across key lines of business and increased levels of staff engagement. Findings – Charts the creation of flexible learning and development programs known as accredited-learning pathways (ALPs), which have since been developed to cover wider areas of employee training at BT. Practical implications – Explains that ALPs now form a key part of BT’s strategic workforce improvement initiatives and are instrumental in embedding continuous learning and accreditation for IT skills. More than 6,000 people have completed ALP content since the program inception in 2011. Social implications – Reveals that the success of the program resulted in BT being awarded the Best IT Training accolade at the training company Skillsoft’s annual user conference in 2013, by a panel of independent industry experts. Originality/value – Provides the inside story of a key development initiative at a major international telecommunications company.


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