@inproceedings{FitzVeldyaevaTeutenbergetal.2023, author = {Fitz, Lukas R. G. and Veldyaeva, Ekaterina and Teutenberg, Lukas and Scheeg, Michaela and Scheeg, Jochen}, title = {Puzzle away the Puzzledness: Action-Design Study of an Educational Escape Room for Intervention in SMEs' Perception towards ICT Adoption}, series = {Konferenz: 57th Hawaii International Conference on System Sciences (HICSS); Honolulu, HI, USA}, booktitle = {Konferenz: 57th Hawaii International Conference on System Sciences (HICSS); Honolulu, HI, USA}, isbn = {978-0-9981331-7-1}, pages = {5347 -- 5356}, year = {2023}, abstract = {Digital transformation initiatives in small and medium-sized enterprises (SME) are often hampered by individual practitioners' perceptions of information and communication technology (ICT). This research employs an educational escape room (ER) game for an intervention towards informed decision-making on ICT adoption in SMEs. ER design and implementation are elaborated and consequently tested with SME practitioners, all embedded in an action-design study based on a qualitative research methodology. The result highlights a trade-off between creating immersive game experiences and achieving learning objectives. Still, the outcome implies an impact on players' perception of ICT integrated in the ER. The findings contribute to the emerging field of serious games for learning and shed light on the potential of game-based interventions for SMEs.}, language = {en} } @inproceedings{VeldyaevaFitzScheeg2023, author = {Veldyaeva, Ekaterina and Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Developing Digital Competencies in Small and Medium-Sized Enterprises Through Microlearning Applications: A Research Agenda}, series = {Konferenz: Perspectives in Business Informatics Research 22nd International Conference on Business Informatics Research, BIR 2023, Ascoli Piceno, Italy, September 13-15, 2023, Proceedings}, booktitle = {Konferenz: Perspectives in Business Informatics Research 22nd International Conference on Business Informatics Research, BIR 2023, Ascoli Piceno, Italy, September 13-15, 2023, Proceedings}, doi = {10.1007/978-3-031-43126-5_7}, pages = {41 -- 58}, year = {2023}, abstract = {This article presents a research outline on the use of microlearning applications to develop digital competencies in Small and Medium-sized Enter-prises (SMEs). The digital transformation of businesses has become essential for their survival, and SMEs need to develop digital competencies (DC) to remain competitive in the market. Microlearning (ML), a form of learning that involves small, bite-sized learning modules, has been gaining popularity in recent years as a way to efficiently and effectively develop skills. Through a semi-systematic literature review approach, our study examines prevalent knowledge in the area of ML and DC and discusses interrelations. As a result, we propose a research roadmap consisting of six research questions targeting four dimensions of ML for DC development in SMEs: 1) context, 2) formats, 3) reward system, and 4) complexity level.}, language = {en} } @inproceedings{VeldyaevaFitzScheeg2024, author = {Veldyaeva, Ekaterina and Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Gamifying IT Service Management Education for Future IT Professionals}, series = {Pacific Asia Conference on Information Systems, Ho Chi Minh City, Vietnam, 2024}, booktitle = {Pacific Asia Conference on Information Systems, Ho Chi Minh City, Vietnam, 2024}, pages = {1 -- 9}, year = {2024}, abstract = {IT Service Management (ITSM) education is nowadays an established subject of IT-related higher education programs worldwide. The recent years have witnessed significant developments in software and ITSM frameworks, which underscores the importance of adapting educational formats to meet the latest standards. Recent developments include the introduction of practice-oriented approaches and case-based learning. Building upon previous literature, this study describes and evaluates the first iteration of a teaching case integrating a simulation game for practicing ITILĀ® 4 foundations in an undergraduate ITSM curriculum. The game-based approach shows scalability and dynamism, fostering high student engagement and content comprehension. It represents a promising avenue for training IT workers and contributes to ongoing ITSM education development.}, language = {en} }