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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.
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.