2019
Autores
Almeida, F; Adao, D; Martins, C;
Publicação
INTERNATIONAL JOURNAL OF INFORMATION TECHNOLOGIES AND SYSTEMS APPROACH
Abstract
The use of agile methodologies like SCRUM is seen by companies in the software engineering field as a strategic necessity for their competitiveness, which makes them more reactive and dynamic in an increasingly demanding and competitive international market. One of the critical factors in the implementation of a SCRUM environment is the set-up of teams that are simultaneously homogeneous and composed of the best collaborators for each SCRUM role. In this sense, this study describes the modeling process and presents the implementation of a decision support system that can contribute to improving the process of assigning an agile team simultaneously considering the technical and social skills of employees. The results of the study allowed testing the application considering different competencies associated to each Agile position, the impact that the attribution process suffers from oscillations in the process of evaluation and self-evaluation, and the impact in terms of the performance of the inclusion of new collaborators and criteria comparison.
2019
Autores
Almeida, F; Silva, O; Amoêdo, N;
Publicação
Ottoman Journal of Tourism and Management Research
Abstract
2019
Autores
Almeida, F; Buzady, Z;
Publicação
DIGITAL EDUCATION REVIEW
Abstract
Serious games are increasingly being used as innovative tool for developing entrepreneurial skills, such as strategic management, leadership, communication, negotiation or decision making. FLIGBY is a serious game that was initially developed with the objective of simulating the business management process and the application of Flow theory in a business context. However, most recently it has been suggested that serious games in general, and FLIGBY in particular, can be used in other contexts, namely in the development of entrepreneurial skills. In this sense, this study tries to verify if the competences developed and evaluated in FLIGBY on the Master Analytics Profiler (MAP) can be used to evaluate the entrepreneurial capacities of the students in the context of the course of entrepreneurship in a higher education institution. The findings indicate that the performance of these students in FLIGBY is very similar to the benchmark with only small oscillations. However, some asymmetries emerged considering the educational and professional experience, such that the students of the management course showed better business-oriented thinking and IT students revealed greater time-management skills. Finally, professional experience has proved to be relevant for making decisions about stress and for the completion of managerial tasks successfully.
2019
Autores
Almeida, F; Miranda, E; Falcão, J;
Publicação
Journal of Information Technology Case and Application Research
Abstract
Sharing and managing knowledge is an essential resource for the success of a Scrum team. However, widely known knowledge management practices typically address only team level collaboration, which cannot be easily scaled to multiple Scrum teams. In this sense, this paper conducts an empirical study at one of the largest information technology companies operating in Portugal, in which multiple Scrum teams working locally and in remote offices develops e-commerce solutions for the African market. Several facilitators’ knowledge practices are identified and discussed, and also the main challenges and difficulties of scaling Scrum practices for large-scale teams are addressed. © 2019, © 2019 Fernando Almeida, Emanuel Miranda and João Falcão.
2019
Autores
Buzady, Z; Almeida, F;
Publicação
INFORMATICS-BASEL
Abstract
Entrepreneurship is currently one of the most fundamental economic activities in the 21st century. Entrepreneurship encourages young generations to generate their self-employment and develop key soft-skills that will be useful throughout their professional career. This study aims to present and explore a case study of a higher education institution that adopts FLIGBY as a serious game, which allows students to develop entrepreneurship skills in an immersive way and based on real challenges that can be found in business environments. The findings indicate that FLIGBY offers relevant potentials and new possibilities in the development of management, leadership, and entrepreneurship skills. Furthermore, the game allows the inclusion of summative and formative assessment elements, which are essential in the process of monitoring and analyzing the student's performance.
2019
Autores
Almeida, F; Almeida, J; Mota, M;
Publicação
JOURNAL OF TOURISM AND SERVICES
Abstract
Online booking services for accommodation have gained increasing importance in the tourist services provided by tour operators. However, one of the major difficulties associated with this process is the choice of payment method that may be appropriate to the needs and desires of tourists. In this sense, this study intends to identify the main dimensions that characterize each of the payment methods and, for each of them, seeks to characterize the tourists' perception of the main advantages and limitations associated with them. This study adopts a quantitative analysis methodology through the use of an online survey. A final sample of 238 responses was considered. The data were explored using Stata software and adopting statistical inference methods based on the analysis of variance. The findings allow us to conclude that cash payment is the payment method that simultaneously presents better availability and easiness. However, it is also the most insecure of the considered payment methods. For its part, the debit card is considered the safest method. This study didn't intend to analyze the evolution of these payment methods over time. Furthermore, other emerging payment methods such as NFC, QR codes, mobile wallets have gained recent relevance and may be interesting their inclusion in future studies. The results are mainly relevant for tourism agencies and demonstrate that tourists' perception is conditioned mainly by their age and the number of performed trips.
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