Unemployment is a long-term problem in many countries worldwide, including European Union. Decreasing unemployment rate has become one of the EU development priorities declared in the Europe 2020 Strategy. Therefore, national policies in this area are coordinated and supported through funding on modernization of education systems, easier access to work, free movement of labor within the EU and support for handicapped people. One of the main objectives of the Europe 2020 Strategy is to achieve a 75% employment rate for the population aged 24-60. The aim of this contribution is to analyze and evaluate the success in achieving this target by the individual EU Member States. Effects of the selected factors on the employment level are also analyzed. The panel data for the period 2004 to 2016 and all EU countries divided into two clusters has been used. The results show the positive impact of gross domestic product growth and average gross earnings on employment growth. Also, a negative impact of remittances on employment was detected confirming the neoclassical view that received payments are deterring people from the willingness to work.
The increase in employment and productivity is crucial for the economic growth of the European Union. Specifically, the employment of young people needs to be increased. The excessively theoretical approach to education is identified as one of the most significant problems in the educational system. Acquirement of practical experience while study, presents for the students the advantage when applying for a job or starting their own business. Self-employment or entrepreneurship might be one of the partial solutions for high youth unemployment in EU countries. The information and communication technologies transform education processes already for decades. The education in the area of entrepreneurship is also the field where these transformations occur. New educational forms and tools are being used in this area. Project-Based Learning and virtual laboratory are two examples of such new forms of education supported by information and communication technologies used in entrepreneurial education. This paper aims to present how project-based learning and virtual laboratory can support entrepreneurial education on the examples of two courses offered at our faculty. Through project-based learning, participants of these courses achieve the opportunity to implement their knowledge, skills, and experience to solve practical problems. It, all together, enhances the students' motivation and involvement in the educational process. They also practical experience establishing and managing a small virtual business within the virtual laboratory of entrepreneurial education. The paper describes the setup of these courses, their content, and evaluation by students and achieved results. The findings show that project-based learning and the virtual lab supporting entrepreneurship education via electronic tools are useful ways of entrepreneurial skills development.
<p style="text-align: justify;">The field of education was distinctly affected by the development of information and communication technologies, as they can make education more efficient, interactive, and available. Today’s students call for new innovative educational approaches. Digital communication technologies are the organic part of their life and they are group-oriented and experienced users of these technologies. Information and communication technologies must be used in a new and more interactive way to motivate this new generation of students. One of the ways might be gamified learning. The gamification of education is an approach, which uses game practices and elements in a process of learning. Its main objective is to increase students' interest in learned topics and to motivate them to endure in learning. The gamification of the educational process is introduced in the curricula of several courses at our faculty. The paper aims to give a short overview of tools and methods of gamification of the education process. In addition to that, the implementation of gamification in our learning management system Moodle-supported business informatics course is presented.</p>
The knowledge of high-value customers provides the possibility to make decisions ensuring profitability of the company. By analyzing and optimizing a buyer's journey, companies can better understand their customers and optimize marketing costs in the way that will generate a higher return on investment. The primary objective of this paper is to define the current state of multichannel attribution and, based on the literature, study and analyze the data regarding the buyer's journey of high-and low-value customers of selected e-commerce business. To accomplish the main objective of our study, we retrieved and analyzed top conversion paths from Google Merchandise Store, the e-commerce website selling goods branded by Google, with the use of Markov chains and heuristic models. A difference between high-and low-value customers regarding the acquisition by marketing channels before the purchase was found. Moreover, it was found that high-value customers' journeys consist of more interactions compared to those of low-value customers.
Purpose -Social media have become an important marketing tool in recent years, used for marketing purposes by Slovak banks besides other forms of communication. A comparison of social media marketing perception by banks' customers on the Slovak market with other forms of marketing, examined across age groups, will be the main aim of this paper.Design/Methodology/Approach -This investigation was conducted using a questionnaire survey with self-assessment statements, rated on a fi ve-point Likert scale to compare the perception of items infl uencing the decision whether to use a bank or its services. The results were presented using descriptive statistics, z-scores, top two box scores, the Kruskal-Wallis test, the Mann-Whitney test, and Pearson's correlation.Findings and implications -A relatively low level of perceived infl uence of social media marketing compared to those in other forms of marketing was detected in the process of decision-making about the adoption of a bank and its services. Higher levels of perceived infl uence were detected mainly in younger groups of respondents.Limitations -These results give only a basic overview of the customer perception of social media marketing in Sažetak Svrha -Društveni su mediji postali važan marketinški alat tijekom posljednjih godina. Slovačke ga banke također koriste u marketinške svrhe uz druge oblike komunikacije. Glavni je cilj rada usporedba percepcija marketinga na društvenim medijima s percepcijama drugih oblika marketinga od strane korisnika bankarskih usluga različitih dobnih skupina na tržištu Slovačke.Metodološki pristup -Istraživanje je provedeno anketiranjem uz korištenje upitnika sa samoprocjenjujućim izjavama, s Likertovom ljestvicom od pet stupnjeva, korištenom za usporedbu percepcija čimbenika koji utječu na odluku o korištenju banke ili njezinih usluga. Rezultati su prikazani korištenjem deskriptivne statistike, z-vrijednosti, Kruskal-Wallisovim testom, Mann-Whitneyjevim testom i Pearsonovim koefi cijentom korelacije.Rezultati i implikacije -Otkrivena je relativno niska razina percipiranog utjecaja marketinga na društvenim medijima kao i drugih oblika marketinga u procesu odlučivanja o prihvaćanju banke i njezinih usluga. Viša razina percipiranog utjecaja otkrivena je uglavnom kod mlađih grupa ispitanika.Ograničenja -Rezultati daju samo osnovni pregled percepcija korisnika o marketingu na društvenim medijima Originality -The investigation of the clients' social media marketing perception and its comparison with the perception of other marketing forms used in the Slovak banking market, including age-related diff erences, has not been conducted before.Keywords -social media, social media marketing, banking, perception, comparison u usporedbi s percepcijama drugih oblika marketinga na slovačkom bankarskom tržištu. Potrebno je istražiti dublje odnose između različitih oblika marketinga i njihove percepcije. Rezultati se ne mogu poopćavati uslijed ograničene veličine uzorka. Doprinos -Istraživanje percepcija korisnika o marketingu na društvenim...
The effusively theoretical education belongs to the highly important problems within the area of education. Achievement of practical experience within the studied field improves students’ knowledge and skills. This is similarly valid in the field of business informatics, where students can deepen their knowledge by developing a practical project, which is a form of project-based learning. The article aims to present how methods of project-based learning can be implemented in the business informatics university course. The educational process’ effectiveness in the university course is measured using learning gains measures in the available periods. Comparison of the learning gains with project-based learning and without them shows improvement in the effectiveness of the educational process.
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