Category Archives: Education

The Students’ Engagement with Mobile Learning Technologies

These are excerpts from our latest academic article.

How to Cite: Camilleri, M.A. & Camilleri, A.C. (2019). The Students’ Readiness to Engage with Mobile Learning Apps. Interactive Technology and Smart Education. https://www.emerald.com/insight/content/doi/10.1108/ITSE-06-2019-0027/full/html


Hand-held mobile devices such as smart phones and tablets allow individuals, including students, to access and review online (educational) content from virtually anywhere. The mobile applications (apps) can provide instant access to the schools’ learning resources (Camilleri & Camilleri, 2019b; Sánchez & Isaías, 2017; Cheon, Lee, Crooks & Song, 2012). Therefore, they are increasingly being utilized in the context of primary education to improve the student experience. Relevant theoretical underpinnings reported that more primary level students are utilizing mobile learning technologies to engage with their instructors (Rodríguez, Riaza & Gómez, 2017; Sánchez & Isaías, 2018). Notwithstanding, it is much easier for the younger pupils to mobile apps to read eBooks, as hard-copy textbooks need to be carried in their bags. Arguably, the proliferation of portable technologies like tablets are lighter and less bulky than laptop computers. Hence, primary school students can easily use mobile technologies anywhere, beyond the traditional classroom environment (Rodríguez et al., 2017). Currently, there is a wide variety of educational apps that are readily available on a wide array of mobile devices (Chee, Yahaya, Ibrahim &Hasan, 2017; Domingo & Garganté, 2016). Such interactive technologies can improve the delivery of quality education as teachers provide direct feedback to their students, in real time. Some of the mobile apps can even engage primary school students in immersive learning experiences (Camilleri & Camilleri,2019c; Isaias, Reis, Coutinho & Lencastre, 2017).

On the other hand, other academic literature posited that some students may not want to engage in mobile learning. Very often, commentators implied that the mobile technologies have their own limitations (Cheon et al., 2012; Wang, Wu & Wang, 2009). A few practitioners contended that mobile devices had small screens with low resolutions. Alternatively, some argued about their slow connection speeds, or pointed out that they lacked standardization features  (Sánchez & Isaías, 2017; Camilleri & Camilleri,2017).

As a matter of fact, Android, Apple and Microsoft Windows have different operating systems. As a result, learning apps may have to be customized to be compatible with such systems. Moreover, individuals, including primary school students may hold different attitudes towards the use of mobile devices. There may be students who may be motivated to engage with mobile technologies (Sánchez & Isaias, 2018; Ciampa, 2014) as they use these devices to play games, watch videos, or to chat with their friends, online (Wang et al., 2009). In this case, the primary school students may use their mobile devices for hedonic reasons, rather than to engage in mobile learning activities. Such usage of the mobile technologies can possibly result in undesired educational outcomes. Nevertheless, those primary level students who already own or have instant access to a mobile device may easily become habitual users of this technology; as they use it for different purposes. However, there is still limited research in academia that explores these students’ readiness to engage in mobile learning at home, and at school.


Results

The findings in this study are consistent with the argument that digital natives are increasingly immersing themselves in digital technologies (Bourgonjon et al., 2010), including educational games (Camilleri & Camilleri,2019; Ge & Ifenthaler, 2018; Carvalho et al., 2015, Wouters et al., 2013). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them. Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational apps; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school. This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is a common tendency in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given.

Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of this research in a similar context.


References (the full bibliography of this paper)

Ajzen, I. (1991), “The theory of planned behavior”, Organization Behaviour and Human Decision Processes, Vol. 50, No. 2, pp. 179-211.

Bourgonjon, J., Valcke, M., Soetaert, R., and Schellens, T. (2010), “Students’ perceptions about the use of educational games in the classroom”, Computers & Education, Vol. 54, No. 4, pp. 1145-1156.

Burguillo, J.C. (2010), “Using game theory and competition-based learning to stimulate student motivation and performance”, Computers & Education, Vol. 55, No. 2, pp. 566-575.

Camilleri, M.A. and Camilleri, A. (2017a), “The Technology Acceptance of Mobile Applications in Education”, In Sánchez, I.A. & Isaias, P. (Eds) 13th International Conference on Mobile Learning (Budapest, 11th April). Proceedings, pp 41-48. International Association for Development of the Information Society.

Camilleri, M.A., and Camilleri, A.C. (2017b), “Digital learning resources and ubiquitous technologies in education”, Technology, Knowledge and Learning, Vol. 22, No. 1, pp. 65-82.

Camilleri, M. A., and  Camilleri, A. (2019a), “Student Centred Learning Through Serious Games”, 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March, 2019). International Academy of Technology, Education and Development (IATED).

Camilleri, A.C., and Camilleri, M.A. (2019b), “Mobile Learning via Educational Apps: An Interpretative Study”. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC).

Camilleri, A.C., and Camilleri, M.A. (2019c), “The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games”, In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC).

Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A., Sedano, C.I., Hauge, H.B., Hu, J., and Rauterberg, M. (2015), “An activity theory-based model for serious games analysis and conceptual design”, Computers & Education, Vol. 87, pp.166-181.

Chang, C.T., Hajiyev, J., and Su, C.R. (2017), “Examining the students’ behavioral intention to use e-learning in Azerbaijan? The general extended technology acceptance model for e-learning approach”, Computers & Education, Vol. 111, pp. 128-143.

Chee, K. N., Yahaya, N., Ibrahim, N. H., and Hasan, M. N. (2017). Review of mobile learning trends 2010-2015: A meta-analysis. Journal of Educational Technology & Society20(2), 113-126.

Chen, K. C. and Jang, S. J. (2010), “Motivation in online learning: Testing a model of self-determination theory”, Computers in Human Behavior, Vol. 26, No. 4, pp. 741-752.

Cheon, J., Lee, S., Crooks, S. M. and Song, J. (2012), “An investigation of mobile learning readiness in higher education based on the theory of planned behavior”, Computers & Education, Vol. 59, No. 3, pp. 1054-1064.

Ciampa, K. (2014), “Learning in a mobile age: an investigation of student motivation”, Journal of Computer Assisted Learning, Vol. 30, No. 1, pp. 82-96.

Connolly, T.M., Boyle, E.A., MacArthur, E.  Hainey, T., and Boyle, J.M. (2012), “A systematic literature review of empirical evidence on computer games and serious games”, Computers & Education, Vol. 59, No. 2, pp. 661-686.

Davis, F.D. (1989), “Perceived usefulness, perceived ease of use, and user acceptance of information technology”, MIS Quarterly, Vol. 13, No. 3, pp. 319-340.

Davis, F.D., Bagozzi, R.P., and Warshaw, P.R. (1989), “User acceptance of computer technology: a comparison of two theoretical models”, Management Science, Vol. 35, No. 8, pp. 982-1003.

Dickey, M.D. (2011), “Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment”, British Journal of Education Technology, Vol. 42, No.  3, pp. 456-469.

Domingo, M. G. and Garganté, A. B. (2016). Exploring the use of educational technology in primary education: Teachers’ perception of mobile technology learning impacts and applications’ use in the classroom. Computers in Human Behavior, Vol. 56, pp. 21-28.

Dunne, Á., Lawlor, M. A., and Rowley, J. (2010), “Young people’s use of online social networking sites–a uses and gratifications perspective”, Journal of Research in International Marketing,. Vol. 4, No. 1, pp.  46-58.

Ge, X., and Ifenthaler, D. (2018), “Designing engaging educational games and assessing engagement in game-based learning”, In Gamification in Education: Breakthroughs in Research and Practice, IGI Global, Hershey, USA, pp. 1-19.

Harris, J. Mishra, P., and Koehler, M. (2009), “Teachers’ technological pedagogical content knowledge and learning activity types: Curriculum-based technology integration reframed”, Journal of Research on Technology in Education, Vol. 41, No. 4, pp. 393-416.

Huang, W.H., Huang, W.Y., and Tschopp, J. (2010), “Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing”,  Computers & Education, Vol. 55, No. 2, pp. 789-97.

Hwang, G.J., and Wu, P.H.  (2012), “Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010”, British. Journal of Education Technology, Vol. 43, No. 1, pp. E6-E10.

Isaias, P., Reis, F., Coutinho, C. and Lencastre, J. A. (2017), “Empathic technologies for distance/mobile learning: An empirical research based on the unified theory of acceptance and use of technology (UTAUT)”, Interactive Technology and Smart Education, Vol. 14, No. 2, pp. 159-180.

Lee, M. K., Cheung, C. M., and Chen, Z. (2005), “Acceptance of Internet-based learning medium: the role of extrinsic and intrinsic motivation”, Information & Management,. Vol. 42, No. 8, pp. 1095-1104.

Li, H., Liu, Y., Xu, X., Heikkilä, J., and Van Der Heijden, H. (2015), “Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games”, Computers in Human Behavior, Vol. 48, pp. 261-272.

Park, S.Y. (2009), “An analysis of the technology acceptance model in understanding university students’ behavioral intention to use e-learning”, Education. Technology & Society, Vol. 12, No. 3, pp. 150-162.

Park, S. Y., Nam, M. W., and Cha, S. B. (2012), “University students’ behavioral intention to use mobile learning: Evaluating the technology acceptance model”, British Journal of Education Technology, Vol. 43, No. 4, pp. 592-605.

Rodríguez, A. I., Riaza, B. G., & Gómez, M. C. S. (2017), “Collaborative learning and mobile devices: An educational experience in Primary Education”, Computers in Human Behavior, Vol. 72, pp. 664-677.

Ryan, R. M., and Deci, E. L. (2000), “Intrinsic and extrinsic motivations: Classic definitions and new directions”, Contemporary Education Psychology, Vol. 25, No. 1, pp. 54-67.

Sánchez, I. A., & Isaías, P. (2017), “Proceedings of the International Association for Development of the Information Society (IADIS)”, International Conference on Mobile Learning (13th, Budapest, Hungary, April 10-12, 2017). International Association for Development of the Information Society.

Sánchez, I. A., & Isaias, P. (2018), “Proceedings of the International Association for Development of the Information Society (IADIS)”, International Conference on Mobile Learning (14th, Lisbon, Portugal, April 14-16, 2018). International Association for Development of the Information Society.

Teo, T., Beng Lee, C., Sing Chai, C., and Wong, S.L. (2009), “Assessing the intention to use technology among pre-service teachers in Singapore and Malaysia: A multigroup invariance analysis of the Technology Acceptance Model (TAM)”, Computers & Education, Vol. 53, No. 3, pp. 1000-1009.

Venkatesh, V., Morris, M.G., Davis, G.B. and Davis, F.D. (2003), “User acceptance of information technology: Toward a unified view”, MIS Quarterly, Vol. 27, No. 3, pp. 425-478.

Venkatesh, V., Thong, Y.T.L., and Xu, X. (2012), “Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology”, MIS Quarterly, Vol. 36, No.1, pp. 157-178.

Wang, Y. S., Wu, M. C., & Wang, H. Y. (2009), “Investigating the determinants and age and gender differences in the acceptance of mobile learning”, British Journal of Educational technology, Vol. 40, No. 1, pp. 92-118.

Wouters, P., Van Nimwegen, C., Van Oostendorp, H., and Van Der Spek, E.D. (2013), “A meta-analysis of the cognitive and motivational effects of serious games”,  Journal of Education Psychology,  Vol. 105, No.  2, pp. 249-266.


Related Publications

Camilleri, M.A. & Camilleri, A.C. (2019). The Acceptance and Use of Mobile Learning Applications in Higher Education. In Pfennig, A. & Chen, K.C. (Eds.) 3rd International Conference on Education and eLearning (ICEEL2019), Barcelona, Spain.

Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March, 2019). International Academy of Technology, Education and Development (IATED).Download this paper

Camilleri, M.A. & Camilleri, A. (2017). The Students’ Perceptions of Digital Game-Based Learning. In Pivec, M. & Grundler, J. (Ed.) 11th European Conference on Games Based Learning  (October). Proceedings, pp. 52-62, H JOANNEUM University of Applied Science, Graz, Austria, pp 56-62. http://toc.proceedings.com/36738webtoc.pdf Download this paper

Camilleri, M.A. & Camilleri, A. (2017). Measuring The Educators’ Behavioural Intention, Perceived Use And Ease Of Use Of Mobile Technologies. In Wood, G. (Ed) Re-connecting management research with the disciplines: Shaping the research agenda for the social sciences (University of Warwick, September). Proceedings, pp., British Academy of Management, UK. http://conference.bam.ac.uk/BAM2017/htdocs/conference_papers.php?track_name=%20Knowledge%20and%20Learning Download this paper

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Filed under Education, education technology, internet technologies, internet technologies and society, Marketing, Mobile, mobile learning

The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games

An Excerpt from one of my latest papers, entitled; “The Students’ Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games”.

How to Cite: Camilleri, A.C. & Camilleri, M.A. (2019). The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019).


This contribution has explored the primary school’s grade three  students’ intrinsic and extrinsic motivations toward the use of educational games. It relied on the technology acceptance model to investigate the students’ perceived usefulness and ease of use of the  schools’ games ([7], [8], [15]). Moreover, the researchers have also  included the measuring items that explored the students’ perceived  enjoyment ([12], [13], [20]) as they investigated whether they  experienced normative pressures to play the educational games ([14], [22], [23]). The findings from the Wilcoxon test reported that the students played the school games at home, more than they did at school. They indicated that the school’s games were easy to play.

This study reported that the students recognized that the school’s games were useful and relevant as they were learning from them. Moreover, they indicated that the school’s educational games held their attention since they found them enjoyable and fun. The vast majority of the children played the educational games, both at home and at school. The findings in this study are consistent with the argument that digital natives are increasingly immersing
themselves in digital technologies ([2]), including educational games ([1], [4], [10], [11], [28]). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them.

Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational games; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school.

This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is common tendency  in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given. In this case, the survey items in this study were designed and adapted for the primary school children who were in grade 3, in a
small European state. Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of  this research in a similar context.

ACKNOWLEDGEMENTS
We thank the department of education, the school’s principal and her members of staff who have provided their invaluable support during the data gathering process.

REFERENCES
[1] Ge, X., and Ifenthaler, D. 2018. Designing engaging
educational games and assessing engagement in game-based
learning” In Gamification in Education: Breakthroughs in
Research and Practice, IGI Global, Hershey, USA, 1-19,

[2] Bourgonjon, J., Valcke, M., Soetaert, R., and Schellens, T.
2010, Students’ perceptions about the use of educational
games in the classroom. Comp. & Educ. 54, 4, 1145-1156.

[3] Hwang, G.J., and Wu, P.H. 2012. Advancements and trends
in digital game‐based learning research: a review of
publications in selected journals from 2001 to 2010. Brit. J.
of Educ. Tech. 43, 1, E6-E10.

[4] Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A.,
Sedano, C.I., Hauge, H.B., Hu, J., and Rauterberg, M. 2015.
An activity theory-based model for serious games analysis
and conceptual design. Comp. & Educ. 87, 166-181.

[5] Connolly, T.M., Boyle, E.A., MacArthur, E. Hainey, T., and
Boyle, J.M. 2012. A systematic literature review of empirical
evidence on computer games and serious games. Comp. &
Educ. 59, 2, 661-686.

[6] Burguillo, J.C. 2010. Using game theory and competitionbased
learning to stimulate student motivation and
performance. Comp. & Educ. 55, 2, 566-575.

[7] Dickey, M.D. 2011. Murder on Grimm Isle: The impact of
game narrative design in an educational game‐based learning
environment. Brit. J. of Educ. Tech, 42, 3, 456-469.

[8] Huang, W.H., Huang, W.Y., and Tschopp, J. 2010.
Sustaining iterative game playing processes in DGBL: The
relationship between motivational processing and outcome
processing. Comp. & Educ. 55, 2, 789-97.

[9] Harris, J. Mishra, P., and Koehler, M. 2009. Teachers’
technological pedagogical content knowledge and learning
activity types: Curriculum-based technology integration
reframed. J. of Res. on Tech. in Educ. 41, 4, 393-416.

[10] Wouters, P., Van Nimwegen, C., Van Oostendorp, H., and
Van Der Spek, E.D. 2013. A meta-analysis of the cognitive
and motivational effects of serious games. J. of Educ. Psych.
105, 2, 249-266.

[11] Camilleri, M.A., and Camilleri, A. 2017. The Students’
Perceptions of Digital Game-Based Learning, In Pivec, M.
and Grundler, J. 11th European Conference on Games Based
Learning Proceedings (London, UK, October 04-05, 2017),
University of Applied Sciences, Graz, Austria, 56-62.

[12] Davis, F.D. 1989. Perceived usefulness, perceived ease of
use, and user acceptance of information technology. MIS
Quart. 319-340.

[13] Davis, F.D., Bagozzi, R.P., and Warshaw, P.R. 1989. User
acceptance of computer technology: a comparison of two
theoretical models. Mgt. Science, 35, 8, 982-1003.

[14] Ajzen, I. 1991. The theory of planned behavior. Org. Behav.
and Human Dec. Proc. 50, 2, 179-211.

[15] Lee, M. K., Cheung, C. M., and Chen, Z. 2005. Acceptance
of Internet-based learning medium: the role of extrinsic and
intrinsic motivation. Inf. & Mgt. 42, 8, 1095-1104.

[16] Chen, K. C. and Jang, S. J. 2010. Motivation in online
learning: Testing a model of self-determination theory.
Comp. in Human Behav. 26, 4, 741-752.

[17] Dunne, Á., Lawlor, M. A., and Rowley, J. 2010. Young
people’s use of online social networking sites–a uses and
gratifications perspective. Journal of Res. in Int. Mktg. 4, 1,
46-58.

[18] Li, H., Liu, Y., Xu, X., Heikkilä, J., and Van Der Heijden, H.
2015. Modeling hedonic is continuance through the uses and
gratifications theory: An empirical study in online games.
Comp. in Human Behav. 48, 261-272.

[19] Teo, T., Beng Lee, C., Sing Chai, C., and Wong, S.L. 2009.
Assessing the intention to use technology among pre-service
teachers in Singapore and Malaysia: A multigroup invariance
analysis of the Technology Acceptance Model (TAM).
Comp. & Educ. 53, 3, 1000-1009.

[20] Camilleri, M.A., and Camilleri, A.C. 2017. Digital learning
resources and ubiquitous technologies in education, Tech.,
Knowl. and Learng. 22, 1, 65-82.

[21] Park, S.Y. 2009. An analysis of the technology acceptance
model in understanding university students’ behavioral
intention to use e-learning, Educ. Tech. & Soc. 12, 3, 150-
162.

[22] Venkatesh, V., Morris, M.G., Davis, G.B. and Davis, F.D.
2003. User acceptance of information technology: Toward a
unified view. MIS Quart. 425-478.

[23] Venkatesh, V., Thong, Y.T.L., and Xu, X. 2012.Consumer
acceptance and use of information technology: extending the
unified theory of acceptance and use of technology. MIS
Quart. 157-178.

[24] Ryan, R. M., and Deci, E. L. 2000. Intrinsic and extrinsic
motivations: Classic definitions and new directions.
Contemp. Educ. Psych. 25, 1, 54-67.

[25] Cheon, J., Lee, S., Crooks, S. M. and Song, J. 2012. An
investigation of mobile learning readiness in higher
education based on the theory of planned behavior. Comp. &
Educ. 59, 3, 1054-1064.

[26] Chang, C.T., Hajiyev, J., and Su, C.R. 2017. Examining the
students’ behavioral intention to use e-learning in
Azerbaijan? The general extended technology acceptance
model for e-learning approach. Comp. & Educ. 111, 128-
143.

[27] Park, S. Y., Nam, M. W., and Cha, S. B. 2012. University
students’ behavioral intention to use mobile learning:
Evaluating the technology acceptance model. Brit. Journal of
Educ. Tech. 43, 4, 592-605.

[28] Camilleri, M.A. and Camilleri, A.C. 2017. The Technology
Acceptance of Mobile Applications in Education. In
Sánchez, I.A. and Isaias, P. (Eds) 13th
International Conference on Mobile Learning (London, UK,
10-11 April 2018). International Association for
Development of the Information Society Budapest, Hungary,
41-48.

Presentation is available at: https://www.slideshare.net/markanthonycamilleri/the-students-intrinsic-and-extrinsic-motivations-148006875

 

 

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Filed under digital games, Digital Learning Resources, digital media, Education, internet technologies, internet technologies and society

The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games

This is an excerpt from one of my latest empirical papers.

How to Cite: Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (10-13 March, 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339163


gamesThis contribution has explored the primary school’s grade three students’ attitudes toward educational games. It relied on the technology acceptance model to investigate the students’ perceived usefulness and ease of use of the schools’ games ([10], [12], [44]). Moreover, the researchers have also included the measuring items that explored the students’ perceived enjoyment ([19]) as they investigated whether they experienced normative pressures to play the educational games ([10], [14], [20]). The findings from the Wilcoxon test reported that the students played the school games at home, more than they did at school. They indicated that the school’s games were easy to play. This study reported that the students recognized that the school’s games were useful and relevant as they were learning from them. Moreover, they indicated that the school’s educational games held their attention since they found them enjoyable and fun.

The vast majority of the children played the educational games, both at home and at school. The findings in this study are consistent with the argument that digital natives are increasingly immersing themselves in digital technologies ([45]), including educational games ([1], [3]). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them. Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational games; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school.

This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is common tendency in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given. In this case, the survey items in this study were designed and adapted for the primary school children who were in grade 3, in a small European state. Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of this research in a similar context.

REFERENCES (this is a full list of references that appeared in the bibliography section of the paper)

 
[1] J. Bourgonjon, M. Valcke, R. Soetaert, and T. Schellens, “Students’ perceptions about the use of educational games in the classroom,” Computers & Education, vol. 54, no. 4, pp. 1145-1156, 2010.

[2] S. Bennett, K. Maton, and L. Kervin, “The ‘digital natives’ debate: A critical review of the evidence,” British Journal of Educational Technology, vol. 39, no. 5, pp. 775-786, 2008.

[3] M. Prensky, “Digital natives, digital immigrants part 1,” On the horizon, vol. 9, no. 5, pp. 1-6, 2001.

[4] W. Nadeem, D. Andreini, J. Salo, and T. Laukkanen, “Engaging consumers online through websites and social media: A gender study of Italian Generation Y clothing consumers.” International Journal of Information Management, vol. 35, no. 4, pp. 432- 442, 2015.

[5] H.J. So, H. Choi, W.Y. Lim, and Y. Xiong, “Little experience with ICT: Are they really the Net Generation student-teachers?”, Computers & Education, vol. 59, no. 4, pp. 1234- 1245, 2012.

[6] J.M. Twenge, “The evidence for generation me and against generation we.” Emerging Adulthood 1, no. 1, pp. 11-16, 2013.

[7] D. Oblinger, and J. Oblinger, “Is it age or IT: First steps toward understanding the net generation,” Educating the Net Generation, 2(1-2), 20, 2015.

[8] N. Howe, and W. Strauss, “Millennials go to college: Strategies for a new generation on campus,” American Association of Collegiate Registrars and Admissions Officers (AACRAO), 2003.

[9] K. Gregor, T. Judd, B. Dalgarno, and J. Waycott, “Beyond natives and immigrants: exploring types of net generation students,” Journal of Computer Assisted Learning, vol. 26, no. 5, pp.332-343, 2010.

[10] T. Teo, “Modelling technology acceptance in education: A study of pre-service teachers,” Computers & Education 52, no. 2 (2009): 302-312, 2009.

[11] M. Fishbein, and I. Ajzen, “Belief, attitude, intention and behavior: An introduction to theory and research,” 1975.

[12] F.D. Davis, “Perceived usefulness, perceived ease of use, and user acceptance of information technology,” MIS Quarterly, pp. 319-340, 1989.

[13] F.D. Davis, R.P. Bagozzi, and P.R. Warshaw, “User acceptance of computer technology: a comparison of two theoretical models,” Management Science, vol. 35, no. 8, pp. 982- 1003, 1989.

[14] I. Ajzen, “The theory of planned behavior,” Organizational Behavior and Human Decision Processes, vol. 50, no. 2, pp. 179-211, 1991.

[15] V. Venkatesh, M.G. Morris, G.B. Davis, and F.D. Davis, “User acceptance of information technology: Toward a unified view,” MIS Quarterly, pp. 425-478, 2003.

[16] V. Venkatesh, J.Y.L. Thong, and X. Xu, “Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology,” MIS Quarterly, pp. 157-178, 2012.

[17] S.Y. Park. “An analysis of the technology acceptance model in understanding university students’ behavioral intention to use e-learning,” Educational Technology & Society, vol. 12, no. 3, pp. 150-162, 2009.

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[20] L.M. Maruping, B. Hillol, V. Venkatesh, and S.A. Brown, “Going beyond intention Integrating behavioral expectation into the unified theory of acceptance and use of technology,” Journal of the Association for Information Science and Technology, vol. 68, no. 3, pp. 623-637, 2017.

[21] V. Venkatesh, and M.G. Morris, “Why don’t men ever stop to ask for directions? Gender, social influence, and their role in technology acceptance and usage behavior.” MIS Quarterly, pp. 115-139, 2000.

[22] M.A. Camilleri and A. Camilleri, “The Students’ Perceptions of Digital Game-Based Learning,” In M. Pivec and J. Grundler, 11th European Conference on Games Based Learning (October). Proceedings, University of Applied Sciences, Graz, Austria, pp 56- 62, 2017.

[23] T. Teo, and M. Zhou, “Explaining the intention to use technology among university students: a structural equation modeling approach,” Journal of Computing in Higher Education, vol. 26, no. 2, pp. 124-142, 2014.

[24] T. Doleck, P. Bazelais, and D.J. Lemay, “Examining the antecedents of social networking sites use among CEGEP students,” Education and Information Technologies, vol. 22, no. 5, pp. 2103-2123, 2017.

[25] B. Wu, and X. Chen, “Continuance intention to use MOOCs: Integrating the technology acceptance model (TAM) and task technology fit (TTF) model,” Computers in Human Behavior, vol. 67, pp. 221-232, 2017.

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[27] I. Arpaci, K. Kilicer, and S. Bardakci, “Effects of security and privacy concerns on educational use of cloud services,” Computers in Human Behavior, vol. 45, pp. 93-98,
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[35] T. Teo, and C. Beng Lee, C. Sing Chai, and S.L. Wong, “Assessing the intention to use technology among pre-service teachers in Singapore and Malaysia: A multigroup invariance analysis of the Technology Acceptance Model (TAM),” Computers & Education, vol. 53, no. 3, pp. 1000-1009, 2009.

[36] J.Y.L. Thong, W. Hong, and K.Y. Tam, “Understanding user acceptance of digital libraries: what are the roles of interface characteristics, organizational context, and individual differences?” International journal of human-computer studies, vol. 57, no. 3, pp. 215-242, 2002.

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[44] M.A. Camilleri, and A.C. Camilleri, “The Technology Acceptance of Mobile Applications in Education,” In Sánchez, I.A. and Isaias, P. (Eds) 13th International Conference on Mobile Learning (Budapest, 11th April). pp41-48. International Association for Development of the Information Society, 2017.

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Tourism Futures: Targeting Customers in the Digital Age

This is an excerpt from: Camilleri’s latest book on Travel Marketing (2018)

How to Cite: Camilleri, M. A. (2018). Market Segmentation, Targeting and Positioning. In Travel Marketing, Tourism Economics and the Airline Product (Chapter 4, pp. 69-83). Springer, Cham, Switzerland.

The advances in technology have enabled many businesses to reach their potential customers by using digital and mobile applications.

Google, Facebook, Ebay and Amazon, among others are dominating digital marketing; and are pushing the entire field of advertising to new levels. The use of personal info, web-browsing, search history, geographic location, apps and eCommerce transactions have gone mainstream. For example, Google has begun using transaction records to prove that its ads are working, and are pushing people to make more online purchases. This allowed the technology giant to determine the effectiveness of its digital ad campaigns and to verify their conversion rates.

All individuals leave a “digital trail” of data as they move about in the virtual and physical worlds. This phenomenon is called, “data exhaust”. Initially, this term that was used to describe how Amazon.com has used predictive analytics as it suggested items to its customers. However, pre­dictive analytics cannot determine when and why individuals may decide to change their habitual behaviours, as the possibility of “one off” events must never be discounted. Yet, a firm with sufficient scarce resources could be in a position to exploit big data and analytics to improve its businesses operations.

For instance, Deloitte Consulting have developed a mobile app that has enabled Delta Airlines’ executives to quickly query their operations. For instance, when users touch an airport on a map, the system brings up additional data at their disposal. Executives could also drill further down to obtain granular information on staffing requirements. and customer service levels, as they identify and predict problems in their airline operations.

Nevertheless, business intelligence and predictive analytics could possibly raise a number of concerns. Many customers may be wary of giving their data to the businesses and their stakeholders. Very often, the technological advances anticipate legislation, and its deployment. These contingent issues could advance economic and privacy concerns that regulators will find themselves hard-pressed to ignore. Some academics argue that the digital market and its manipulation may be pushing the limits of consumer protection law. Evidently, society has built up a set of rules that are aimed to protect personal information. Another contentious issue is figuring out the value of data and its worth in monetary terms. In the past, companies could have struggled to determine the value of their business; including patents, trade secrets and other intellectual property.

Targeted Segmentation through Mobile Devices

The mobile is an effective channel to reach out to many users. Portable devices, including smart phones and tablets are surely increasing the productivities and efficiencies of individuals as well as organisations. This has led to the growth of mobile applications (apps). As a result, the market for advertising on mobile is still escalating at a fast pace. Moreover, there are niche areas as new applications are being developed for many purposes on different mobile platforms.

Recent advances in mobile communication and geo-positioning technologies have presented marketers with a new way how to target consumers. Location-targeted mobile advertising involves the provision of ad messages to mobile data subscribers. This digital technology allows marketers to deliver native ads and coupons that are customised to individual consumers’ tastes, geographic location and the time of day. Given the ubiquity of mobile devices, location-targeted mobile advertising are increasingly offering tremendous marketing benefits.

In addition, many businesses are commonly utilising applications, including browser cookies that track consumers through their mobile devices, as they move out and about. Very often, when internet users leave the sites they visited, the products or services they viewed will be shown to them again in retargeted advertisements, across different websites. Several companies are using browsing session data combined with the consumers’ purchase history to deliver “suitable” items that consumers like. There are also tourism businesses who are personalising their offerings as they collect, classify and use large data volumes on the consumers’ behaviours. As more consumers carry smartphones with them, they may be easily targeted with compelling offers that instantaneously pop-up on their mobile screens.

Furthermore, consumers are continuously using social networks which are indicating their geo-location, as they use mobile apps. This same data can be used to identify where people tend to gather. This information is valuable to brands as they seek to improve their consumer engagement and marketing efforts. Therefore, businesses are using mobile devices and networks to capture important consumer data. For instance, smart phones and tablets interact with networks and convey information on their users’ digital behaviours and physical movements to network providers and ISPs. These devices have become interactive through the proliferation of technologies, including; near-field communication (NFC). Basically, embedded chips in the customers’ mobile phones are exchanging data with the retailers’ items possessing such NFC tags. The latest iPhone, Android and Microsoft smartphones have already incorporated NFC ca­pabilities. The growth of such data-driven, digital technologies is surely adding value to the customer-centric marketing. The latest developments in analytics are enabling businesses to provide a deeper personalisation of content as they use socio-demographic and geo-data that new mobile technologies are capable of gathering.

For example, mobile service companies are partnering with local cinemas, in response to the location-targeted mobile advertising; as cinema-goers may inquire about movie information, and could book tickets, and select their seats through their mobile app. These consumers who are physically situated within a given geographic proximity of the participating cinemas may receive location-targeted mobile ads. The cinemas’ ads will inform prospects what movies they are playing and could explain how to purchase tickets through their smart phone. The consumers may also call the cinemas’ hotlines to get more information from a customer service representative. Besides location-targeted advertising, the mobile companies can also promote movie ticket sales via mobile ads that are targeted to individuals, according to their behaviour (not by location). Therefore, companies may direct their mobile-ad messages to those consumers who had previously responded to previous mobile ads (and to others who had already purchased movie tickets, in the past months). Moreover, the cinema companies can also promote movies via Facebook Messenger Ads if they logged in the companies’ websites, via their Facebook account. Mobile users may also receive instant message ads via pop-up windows whenever they log into the corporate site of their service provider.

It is envisaged that such data points will only increase in the foreseeable future, as the multi-billion dollar advertising monopolies are being built on big data and analytics that are helping businesses personalise immersive ads as they target individual customers. The use of credit card transactions is also complementing geo-targeting and Google Maps, with ads; as the physical purchases are increasingly demanding personalisation, fulfillment and convenience. There may be consumers and employees alike who out of their own volition, are willing to give up their data for value. Therefore, the businesses need to reassure them through concise disclosures on how they will use personal data. They should clarify the purpose of maintaining their consumer data, as they are expected to provide simple user controls to opt in and out of different levels of data sharing. This way, they could establish a trust-worthy relationship with customers and prospects.

Companies are already personalising their shopping experience based on the user situation and history. Tomorrow’s tourism businesses are expected to customise the user experiences of their mobile applications and web interfaces, according to the specific needs of each segment. Big data and analytics capabilities are increasingly allowing businesses to fully leverage their rich data from a range of new digital touchpoints and to turn them into high impact interactions. Those businesses that are able to reorient their marketing and product-development efforts around digital customer segments and behaviours will be in a position to tap into the hyper-growth that mobile, social media and the wearables markets are currently experiencing.

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Filed under Airlines, Analytics, Big Data, digital media, Education, Hospitality, ICT, Marketing, tourism, Travel

The Technology Acceptance of Mobile Applications in Education

Dr Mark A. Camilleri from the University of Malta’s Department of Corporate Communication and Ms Adriana C. Camilleri, a PhD Candidate at the University of Bath (U.K.) have recently delivered a presentation of their latest empirical paper, entitled; The Technology Acceptance of Mobile Applications in Education during the 13th Mobile Learning Conference in Budapest, Hungary. More details on this highly indexed conference are available in this site: http://mlearning-conf.org/. An abstract of this paper is enclosed hereunder:

This paper explores the educators’ attitudes and behavioural intention toward mobile applications. Its research methodology has integrated previously tried and tested measures from ‘the pace of technological innovativeness’ and the ‘technology acceptance model’ to better understand the rationale for further investment in mobile learning technologies (m-learning). A quantitative study was carried out amongst two hundred forty-one educators to reveal their perceptions on their ‘use’ and ‘ease of use’ of mobile devices in their schools. A principal component analysis has indicated that these educators were committed to using mobile technologies. In addition, a stepwise regression analysis has shown that the younger teachers were increasingly engaging in m-learning resources. In conclusion, this contribution puts forward key implications for both academia and practitioners.

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Quality Education for Smart, Inclusive and Sustainable Growth

imagesThe promotion of quality education has re-emerged as an important policy objective across many countries during the past decade. For instance, the aims of Europe 2020 strategy (that was launched in 2010) were to improve the EU’s competitiveness and productivity that underpin a sustainable social market economy (EU, 2010 a,b). The strategy identified three priorities as the main pillars of this strategy:

  • Smart growth—developing an economy based on knowledge and innovation;
  • Sustainable growth—promoting a more resource efficient, greener and more competitive economy; and
  • Inclusive growth—fostering a high-employment economy delivering economic, social and territorial cohesion (Pasimeni & Pasimeni, 2015).

Significant investments have already been made across the globe to raise relevant competencies that help to improve social outcomes (e.g. social inclusion, social equity and social capital) since these are known to affect educational and labour market success.

In a similar vein, the fourth United Nations’ Sustainable Development Goal (SDG4) and its 10 targets represent an ambitious and universal agenda to develop better skills for better lives. Five of its 10 targets are concerned with improving the quality of education for individual children, young people and adults, and to give them better and more relevant knowledge and skills. During the last few decades; major progress has been made towards increasing access to education at all levels; from school readiness among young children through achieving literacy and numeracy at primary school, increasing enrolment rates in schools particularly for women and girls to equipping young adults with knowledge and skills for decent work and global citizenship (UNSDG4, 2015). In this light, the SDG4’s targets are the following (UNSDG4, 2015):

Quality education

By 2030, ensure that all girls and boys complete free, equitable and quality primary and secondary education leading to relevant and Goal-4 effective learning outcomes;

By 2030, ensure that all girls and boys have access to quality early childhood development, care and pre-primary education so that they are ready for primary education;

By 2030, ensure equal access for all women and men to affordable and quality technical, vocational and tertiary education, including university;

By 2030, substantially increase the number of youth and adults who have relevant skills, including technical and vocational skills, for employment, decent jobs and entrepreneurship;

By 2030, eliminate gender disparities in education and ensure equal access to all levels of education and vocational training for the vulnerable, including persons with disabilities, indigenous peoples and children in vulnerable situations;

By 2030, ensure that all youth and a substantial proportion of adults, both men and women, achieve literacy and numeracy;

By 2030, ensure that all learners acquire the knowledge and skills needed to promote sustainable development, including, among others, through education for sustainable development and sustainable lifestyles, human rights, gender equality, promotion of a culture of peace and non-violence, global citizenship and appreciation of cultural diversity and of culture’s contribution to sustainable development;

Build and upgrade education facilities that are child, disability and gender sensitive and provide safe, nonviolent, inclusive and effective learning environments for all;

By 2020, substantially expand globally the number of scholarships available to developing countries, in particular least developed countries, small island developing States and African countries, for enrolment in higher education, including vocational training and information and communications technology, technical, engineering and scientific programmes, in developed countries and other developing countries. By 2030, substantially increase the supply of qualified teachers, including through international cooperation for teacher training in developing countries, especially least developed countries and small island developing states (UNSDG4, 2015).

However, The Programme for International Student Assessment (PISA) the world’s most widely used global metric to measure the quality of learning outcomes, as well as its adult version, the Programme for the International Assessment of Adult Competencies (PIAAC), underlined that although many countries may have  their children in school; only a proportion of them achieve adequate levels of proficiency by the end of lower secondary education (PISA, 2012). This finding does not augur well for economic, social and sustainable development.

Bolder efforts are required to make even greater strides to achieve the sustainable development goal of quality education for all. A centralised educational policy may help to achieve the desired outcomes. Well-laid out curricula are capable of successfully developing the full potential of lifelong learners. In addition, the government’s policies of taxation and redistribution of income may also help to counteract inequalities in some segments of society.

The provision of quality education introduces certain mechanisms that equip people with relevant knowledge and skills that they need for today’s labour market. Active employment policies are required to help unemployed people find work. The overall objective of the employability programmes is the reintegration of jobseekers and the inactive individuals into the labour market as well as the provision of assistance to employed persons to secure and advance in their job prospects.

 

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Reconceiving CSR for Business and the Labour Market

cogent
This contribution maintains that it is in the private sector’s interest to actively participate in reconceiving education for societal well being. It posits that there are win-win opportunities for companies and national governments as they cultivate human capital. Indeed, companies can create synergistic value for both business and society. Such a strategic approach can result in new business models and cross-sector collaborations that will inevitably lead to operational efficiencies, cost savings and significant improvements to the firms’ bottom lines. The CSR initiatives in education can also help organisations to improve the recruitment and retention of talented employees. This paper has reported that employees want to be part of organisations that genuinely demonstrate their concern for society. There was mention of strategic philanthropic initiatives that manifest corporate behaviours that also satisfy much of the stakeholders’ aspirations. Organisations can always make use effective CSR communications to attract the best employees and talent pool from the labour market. Ideally, businesses ought to treat employees as internal customers as it is critical for their long term success. In a sense, the organisational culture and its commitment for CSR engagement can play an integral role, in this regard. In fact, CSR and environment sustainability issues are increasingly becoming ubiquitous practices in different contexts, particularly for the youngest work force.

This research indicated that there is a business case for corporate sustainable and responsible behaviours. Besides, minimising staff turnover, CSR may lead to systematic benefits including employee productivity, corporate reputation and operational efficiencies. This implies that CSR is an antecedent for an optimal financial performance (towards achieving profitability, increasing sales, return on investment et cetera). At the same time, the businesses’ CSR engagement could create significant value to society as well. The corporations’ involvement in setting curricula and relevant course programmes may also help to improve the effectiveness of education systems across many contexts. It is imperative that businesses become key stakeholders in the provision of education and training. There is a possibility that CSR programmes could reconnect the businesses’ economic success with societal progress. Proactive companies who engage in strategic CSR behaviours could uncover new business opportunities (Lauring and Thomsen, 2008) and achieve competitive advantage (Porter and Kramer, 2006). Indeed, businesses are in a position to nurture employees by enhancing their knowledge and skill sets. This will inevitably lead to more competent staff and to significant improvements in work productivity among other benefits.

CSR can be reconceived strategically for business and educational outcomes. This research has given specific examples of how different organisations were engaging in responsible behaviours with varying degrees of intensity and success. It has identified cost effective and efficient operations. It reported measures which were enhancing the human resources productivity. Other practices sought to engage in philanthropic practices and stewardship principles. Indeed there are positive outcomes that represent a leap forward for the CSR agenda. This contribution reiterated that it is in the businesses’ self-interest to maintain good relations with employees. Evidently, there is more to CSR than public relations, greenwashing and posturing behaviours. Businesses need to engage with stakeholders and to forge long lasting relationships with them. Corporate responsible behaviours bring reputational benefits, enhance the firms’ image among external stakeholders and often lead to a favourable climate of trust and cooperation within the company itself (Herzberg et al., 2011). A participative leadership will also boost the employees’ morale and job satisfaction. This will also lead to lower staff turnover rates and greater productivity levels in workplace environments (Fida et al., 2014). Notwithstanding, there are many businesses that still need to align their organisational culture and business ethos in order to better embrace responsible behavioural practices.

Governments also have an important role to play. They can take an active leading role in triggering corporate responsible behaviours in education. Greater efforts are required by policy makers, the private sector and other stakeholders. The governments could give reasonable incentives (through financial resources in the form of grants or tax relief) and enforce regulation in certain areas where responsible behaviour is necessary. They need to maintain two-way communication systems with stakeholders. This paper posited that the countries’ educational outcomes and their curriculum programmes should better respond to the employers’ requirements. Therefore, educational programmes ought to instil students with relevant knowledge and skills that are really required by business and industry. Several governments, particularly those from developing nations ought to step up with their commitment to develop new solutions to help underprivileged populations and subgroups. New solutions could better address the diverse needs of learners and prospective employees. This research indicated that there is scope for governments to work in collaboration with corporations in order to improve the employability of tomorrow’s human resources.
Research Limitations and Future Research Avenues

It must be recognised that there are various forms of businesses out there, hailing from diverse sectors and industries. In addition, there are many stakeholder influences, which can possibly affect the firms’ level of social responsibility toward education. It is necessary for governments to realise that they need to work alongside business practitioners in order to reconceive education and life-long learning for all individuals in society. The majority of employers that were mentioned in this research were representative of a few corporations that are based in the most developed economies. Yet, there could be different CSR practices across diverse contexts. Future research could consider different sampling frames, methodologies and analyses which may yield different outcomes.

This contribution has put forward the ‘shared value’ approach in education (Camilleri, 2014; Porter and Kramer, 2011). It is believed that since this relatively ‘new’ proposition is relatively straightforward and uncomplicated, it may be more easily understood by business practitioners themselves. In a nutshell, this synergistic value notion requires particular focus on the human resources’ educational requirements. At the same time, ‘shared value’ also looks after the stakeholders’ needs (Camilleri, 2015). This promising concept could contribute towards bringing long term sustainability by addressing economic and societal deficits in the realms of education. A longitudinal study in this area of research could possibly investigate the long term effects of involving the business and industry in setting curriculum programmes and relevant learning outcomes. Presumably, shared value can be sustained only if there is a genuine commitment to organisational learning for corporate sustainability and responsibility, and if there is the willingness to forge long lasting relationships with key stakeholders.

Recommendations
The corporations’ social responsibility in the provision of education has potential to create shared value as it opens up new opportunities for business and society. There are competitive advantages that may arise from nurturing human resources (McKenzie and Woodruff, (2013), Kehoe and Wright (2013) and Hunt and Michael, (1983). As firms reap profits and grow, they can generate virtuous circles of positive multiplier effects. In a way, businesses could create value for themselves as well as for society by sponsoring educational institutions, specific courses and individuals. In conclusion, this contribution puts forward the following recommendations to foster an environment where businesses are encouraged to become key stakeholders in education:

• Promotion of business processes that bring economic, social and environmental value through the encouragement of innovative and creative approaches in continuous professional development and training in sustainable and responsible practices; including socially responsible investing (SRI), responsible supply chain management, the circular economy, responsible procurement of sustainable products, consumer awareness of sustainability / eco labels, climate change and the environmental awareness;

• Enhancement of collaborations and partnership agreements between governments, business and industry leaders, trade unions and civil society. There should be an increased CSR awareness, continuous dialogue, constructive communication and trust among all stakeholders.

• National governments ought to create regulatory frameworks which encourage and enable the businesses’ participation in the formulation of educational programmes and their curricula.

• Policy makers should ensure that there are adequate levels of performance in areas such as employee health and safety, suitable working conditions and sustainable environmental practices among business and industry.

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Filed under Business, Corporate Social Responsibility, Corporate Sustainability and Responsibility, CSR, Education, Human Resources, Stakeholder Engagement

Top US Corporate Citizenship Issues

In its latest quarterly magazine the Boston College Centre for Corporate Citizenship (BCCC) has reiterated how community involvement activities can contribute to achieve corporate goals – particularly, when they are aligned with the company’s business context and the interests of its stakeholders. Companies are becoming increasingly adept at tying employee volunteer and corporate giving programmes to their business strategy. Interestingly, BCCC (2015) noted that many businesses have proritised community involvement projects, including; K12 education, youth programmes and health and wellness programmes among others. These social issues have featured as the top priorities for businesses, as evidenced in BCCC’s (2015) Table. In 2009 and 2011 the top issues were more focused on environmental matters.

The inclusion of health in the top three social goals implies that lately there is more concern amongst US citizens regarding the rising cost of health care. In 2015, the U.S. has spent 17% of its gross domestic product on health care. This figure is higher than any other developed nation, and is projected to reach nearly 20 percent by 2024.

bccc

Unsurprisingly, science, technology, engineering and math (STEM) education is also an area that is receiving increased investments from business communities. According to BCCC’s (2015) study, nearly 40% of companies are focusing on STEM education in their community involvement programmes. These efforts ensure a future pipeline of talent and skills. In fact, OECD (2014) anticipated that there will be a 17 per cent increase in STEM related jobs between 2014 and 2024 (OECD, 2014).

Arguably, businesses are putting food where their mouth is. As they focus their competences and resources in the areas where they can do the most good, there is potential for them to achieve greater returns on their discretionary investments. At the same time, they close the skill gaps and mismatches in their labour market (Camilleri and Camilleri, 2015).

References:

BCCC (2015). The Corporate Citizen, Issue 14 (Fall 2015) Boston College Center for Corporate Citizenship https://bc-ccc.uberflip.com/i/571714-corporatecitizen-issue14

Camilleri, M.A.  and Camilleri, A. (2015). Education and social cohesion for economic growth, International Journal of Leadership in Education, DOI: 10.1080/13603124.2014.995721

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Filed under Corporate Social Responsibility, Corporate Sustainability and Responsibility, CSR, Education

Corporate Social Responsibility for Business and Educational Outcomes

trngExcerpt from one of my recent chapters, entitled;

“Re-conceiving Corporate Social Responsibility Programmes for Education”

 

During their learning journey, individuals acquire knowledge and skills that ought to be relevant for their career endeavours. The provision of quality education and its assurance is the responsibility of national governments. Yet, business and industry also offer training to human resources that supplements formal education. Very often, educators are expected to respond to challenging issues such as skill shortages and mismatches where candidates lack certain competencies although they attended compulsory education (Allen and De Weert, 2007). Their knowledge and skills may be too deep to bridge through corporate training sessions. Perhaps, there is an opportunity for global businesses to compensate for this deficiency in the education (Gibb, 1993). Corporations can shift their operations where it is viable for them to tap qualified employees. However, the constraints on their growth can be halted by the broad impact of inadequate education and training in some industries or regions. In this light, this chapter contends that big businesses may become key players in addressing unmet needs in education. Several companies have the resources and the political influence to help improve educational outcomes; which will in turn help them cultivate local talent. Leading businesses are already devising corporate social responsibility (CSR) programmes that are actively supporting education across many contexts.

Therefore, this chapter redefines the private sector’s role in the realms of education. It posits that there are win-win opportunities for companies and national governments as they nurture human capital. Indeed, companies can create synergistic value for both business and society (Camilleri, 2015a). In the main, such a strategic approach may result in new business models and cross-sector collaborations that will inevitably lead to operational efficiencies, cost savings and significant improvements to the firms’ bottom lines (Pearce and Doh, 2012; Porter and Kramer, 2011). Notwithstanding, this contribution suggests that the businesses’ involvement in setting curricula may also help to improve the effectiveness of education systems in many contexts (Azevedo, Apfelthaler and Hurst, 2012; Seethamraju, 2012). Businesses can become key stakeholders in aligning educational programmes with their human capital requirements in the job market (Walker and Black, 2000). There is a possibility that their CSR programmes reconnect their economic success with societal progress.

Corporate Social Responsibility and Human Resources Management

Many companies are gaining a high reputation in corporate social and responsibility. While the cause marketing of the past primarily targeted consumers in sales transactions, today’s cause marketing is often concerned with the company’s strongest ambassadors — its employees (Kotler and Lee, 2008). Undoubtedly, businesses are contributing to the well-being of their human resources and the surrounding communities. Yet, other firms may resort to CSR and greenwashing to generate publicity and positive impressions among stakeholders (Visser, 2011; Jahdi and Acikdilli, 2009). Many academics, argue that the most successful CSR strategy is to align a company’s social and environmental activities with its business purpose and values (Visser, 2011; Porter and Kramer, 2011). Responsible actions have the power to reconceive the organisations’ purpose and values toward society. The first step towards developing a CSR mentality is to re-define the principles of the company. Arguably, the role of senior management is crucial in instilling an ethos for genuine CSR behaviours among employees.

Businesses know that prospective employees consider a variety of factors as they evaluate careers. Some individuals value financial incentives, including salary, bonus potential and benefits (Gerhart and Fang, 2014; Bloom and Milkovich, 1998). Others may focus on professional development, advancement opportunities and location (Kehoe and Wright, 2013; Hunt and Michael, 1983). However, only recently multinational companies seem to realise that through CSR they can better engage with their employees (Bhattacharya, Sen and Korschun, 2008). Evidently, CSR can provide incentives to employees that may potentially be even more alluring than money (Branco and Rodrigues, 2006).

Socially Responsible HRM affects employee task performance and extra-role helping behaviour (Shen and Benson, 2014; Korschun, Bhattacharya and Swain, 2014). In fact, their empirical results indicated that CSR that is directed toward employees is an indirect predictor of individual task performance and extra-role helping behaviour. Another study by Deloitte (2004) has yielded very similar results. 72% of US respondents indicated that they would opt to work for a company that also supports charitable causes; if they had to choose between two jobs offering the same location, job description, pay, and benefits. According to this study, the majority of the youngest survey participants have indicated that their decision to work for their current employer was based on company culture or reputation (Pfeffer, 2007; Deloitte, 2004). Evidently, these respondents also valued the opportunities for growth and development as well as their salary and benefits package. This Deloitte study has indicated that the corporate social responsibility agenda will remain relevant for tomorrow’s business leaders. Apparently, the youths’ generic characteristics may bring distinct CSR behaviours (Pomering and Dolnicar, 2009). Young people often place high importance on making a positive impact on society. Very often, organisations are capitalising on corporate influence on social trends including sport activities (Smith and Westerbeek, 2007). Such a viewpoint could encourage an examination of the overlaps between the social responsibilities of sport and business.

These findings seem to suggest that employees want to belong to an organisation that stands for more than financial performance (Korschun et al., 2014; Vanhamme, Lindgreen, Reast and van Popering, 2012; Tang, Hull and Rothenberg, 2012). Employees are attracted by companies that are truly CSR-oriented. In addition, the businesses’ genuine intentions and goodwill can help to improve the brands’ image among stakeholders. Thus, even if employees do participate in CSR initiatives, they still want to be associated with an organisation that cares about its social impact (Shen and Benson, 2014). Therefore, it is in the companies’ self-interest to underline their CSR performance during events that are aimed to attract top talent. Apparently, more companies are realising that CSR is a great opportunity to engage with employees and to illustrate their commitment to the community at large.

 

Citation: Camilleri, M.A. (2015) Re-conceiving CSR Programmes for Education. In Vertigans, S. & Idowu, S.O., Corporate Social Responsibility: Academic Insights and Impacts, Springer (Forthcoming).


 

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CSR and Educational Leadership

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Adapted from my chapter, entitled; “Reconceiving CSR  programmes in Education” in Academic Insights and Impacts (Springer, Germany).

CSR and sustainability issues are increasingly becoming ubiquitous practices in different contexts, particularly among the youngest work force. This contribution suggests that there is a business case for responsible behaviours. Besides, minimising staff turnover, CSR may lead to strategic benefits including employee productivity, corporate reputation and operational efficiencies. Therefore, CSR can be the antecedent of financial performance (towards achieving profitability, increasing sales, return on investment et cetera).

Notwithstanding, the businesses’ involvement in setting curricula may also help to improve the effectiveness of education systems across many contexts. Businesses can become key stakeholders in this regard. Their CSR programmes can reconnect their economic success with societal progress. They could move away from seeking incremental gains from the market . Proactive companies who engage in CSR behaviours may possibly take fundamentally different positions with their stakeholders – as they uncover new business opportunities. This contribution showed how businesses could inspire their employees, build their reputations in the market and most importantly create value in education. This movement toward these positive outcomes may represent a leap forward in the right direction for global education.

This chapter has given specific examples of how different organisations were engaging in responsible behaviours with varying degrees of intensity and success. It has identified cost effective and efficient operations. It reported measures which were enhancing the human resources productivity. Other practices sought to engage in philanthropic practices and stewardship principles. At the same time, it was recognised that it was in the businesses’ interest to maintain good relations with different stakeholders, including the regulatory ones. Evidently, there is more to CSR than public relations and greenwashing among all stakeholder groups (including the employees, customers, marketplace and societal groups). Businesses ought to engage themselves in societal relationships and sustainable environmental practices. Responsible behaviours can bring reputational benefits, enhance the firms’ image among external stakeholders and often lead to a favourable climate of trust and cooperation within the company itself
(Herzberg et al., 2011). This chapter reported that participative leadership will boost the employees’ morale and job satisfaction which may often lead to lower staff turnover and greater productivity in workplace environments. However, it also indicates that there are many businesses that still need to realise the business case for responsible behaviours. Their organisational culture and business ethos will inevitably have to become attuned to embrace responsible behavioural practices.

Governments may also have an important role to play. The governments can take an active leading role in triggering corporate responsible behaviours in the realms of education. Greater efforts are required by governments, the private sector and other stakeholders to translate responsible behaviours into policies, strategies and regulations. Governments may give incentives (through financial resources in the form of grants or tax relief) and enforce regulation in certain areas where responsible behaviour is necessary. The governments ought to maintain two-way communication systems with stakeholders. The countries’ educational outcomes and curriculum programmes should be aligned with the employers’ requirements (Walker and Black, 2000). Therefore, adequate and sufficient schooling could instil students with relevant knowledge and skills that are required by business and industry (Allen and De Weert, 2007). The governments should come up with new solutions to help underprivileged populations and subgroups. New solutions could better address the diverse needs of learners. This chapter indicated that there is scope for governments to work in collaboration with corporations in order to nurture tomorrow’s human resources.

It must be recognised that there are various business operations, hailing from diverse sectors and industries. In addition, there are many stakeholder influences, which can possibly affect the firms’ level of social responsibility toward education. It is necessary for governments to realise that it needs to work alongside with the business practitioners in order to reconceive education and life-long learning. The majority of employers that were mentioned here in this chapter; were representative of a few businesses that hailed from the developed economies. There can be diverse practices across different contexts. Future studies could investigate the methods how big businesses are supporting education. Future research on this subject could consider different samples, methodologies and analyses which may obviously be more focused and will probably yield different outcomes. However, this contribution has puts forward the shared value’ approach. It is believed that since this relatively ‘new’ concept is relatively straightforward and uncomplicated, it may be more easily understood by business practitioners themselves. In a nutshell, this synergistic value proposition requires particular focus on the human resources’ educational requirements, at the same time it also looks after stakeholders’ needs (Camilleri, 2015). This notion could contribute towards long term sustainability by addressing economic and societal deficits in education. A longitudinal study in this area of research could possibly investigate the long term effects of involving the business and industry in setting curriculum programmes in education. Presumably, shared value can be sustained only if there is a genuine commitment to organisational learning for corporate sustainability and responsibility, and if there is a willingness to forge genuine relationships with key stakeholders.

Recommendations
This contribution contends that the notion of shared value is opening up new opportunities for education and professional development. Evidently, there are competitive advantages that may arise from nurturing human resources. As firms reap profits and grow, they can generate virtuous circles of positive multiplier effects. Many successful organisations are increasingly engaging themselves in socially responsible practices. There are businesses that are already training and sponsoring individuals to pursue further studies for their career advancement (McKenzie and Woodruff, 2013; Kehoe and Wright, 2013; Hunt and Michael, 1983). It may appear that they are creating value for themselves as well as for society by delivering relevant courses for prospective employees. In conclusion, this chapter puts forward the following key recommendations to foster an environment where businesses become key stakeholders in education.

  • Promotion of business processes that bring economic, social and environmental value;
  • Encouragement of innovative and creative approaches in continuous professional development and training in sustainable and responsible practices;
  • Enhancement of collaborations and partnership agreements with governments, trade unions and society in general, including the educational leaders;
  • Ensuring that there are adequate levels of performance in areas such as employee health and safety, suitable working conditions and sustainable environmental practices among business and industry;
  • Increased CSR awareness, continuous dialogue, constructive communication and trust between all stakeholders;
  • National governments ought to create regulatory frameworks which encourage and enable the businesses’ participation in the formulation of educational programmes and their curricula.

References

Allen, J., & De Weert, E. (2007). What Do Educational Mismatches Tell Us About Skill Mismatches? A Cross‐country Analysis. European Journal of Education, 42(1), 59-73.

Camilleri, M.A. (2015) The Synergistic Value Notion in Idowu, S.O.; Capaldi, N.; Fifka, M.; Zu, L.; Schmidpeter, R. (Eds). Dictionary of Corporate Social Responsibility. Springer http://www.springer.com/new+%26+forthcoming+titles+%28default%29/book/978-3-319-10535-2

Herzberg, F., Mausner, B., & Snyderman, B. B. (2011). The motivation to work (Vol. 1). Transaction Publishers.

Hunt, D. M., & Michael, C. (1983). Mentorship: A career training and development tool. Academy of management Review, 8(3), 475-485.

McKenzie, D., & Woodruff, C. (2013). What are we learning from business training and entrepreneurship evaluations around the developing world?. The World Bank Research Observer, lkt007.

Walker, K. B., & Black, E. L. (2000). Reengineering the undergraduate business core curriculum: Aligning business schools with business for improved performance. Business Process Management Journal, 6(3), 194-213.

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Filed under Corporate Sustainability and Responsibility, Education