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Publicações

Publicações por CITE

2019

The Relevance of Teamwork in Software Startups

Autores
Almeida, F;

Publicação
International Journal of Systems and Society

Abstract
Software startups have a major role in the market challenging existing models and enabling the emergence of new technologies with high economic and social impact. This study aimed to explore this phenomenon by characterizing the processes and challenges that are placed in the software startups related to the workgroup in the entrepreneurial teams and in the context of their business activities. The study uses a qualitative approach through the realization of three case studies with Portuguese startups software. The study uses a qualitative approach through the realization of three case studies with startups software. The main results have demonstrated the high importance of human capital in these organizations that is leveraged through teamwork in teams formally established for this purpose, but above all, it is important to highlight the role that informal communication assumes in the growth process of these startups.

2019

Serious Games in Entrepreneurship Education

Autores
Almeida, F; Simões, J;

Publicação
Advances in Marketing, Customer Relationship Management, and E-Services - Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship

Abstract
One of the main strategies for fostering the entrepreneurial mindset in students has been the development of training activities inside and outside classrooms using serious games. The chapter makes a brief description regarding five serious games initiatives that intend to promote and facilitate entrepreneurship education for different educational stages. Furthermore, the authors discuss the key benefits and challenges by the introduction of serious games in the learning process. The authors concluded by identifying that serious games have the potentiality of improving the learning process by providing an immersive experience for students that increases their motivation and potentiates the acquisition of multidisciplinary competencies. However, there are some challenges that should be properly considered and mitigated, namely in terms of assessing learning goals, integration with didactical systems, and support for different styles of learning.

2019

FLIGBY - A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship

Autores
Buzády, Z; Almeida, FL;

Publicação
Informatics

Abstract

2019

Managing the Team Project Process: Helpful Hints and Tools to Ease the Workload without Sacrificing Learning Objectives

Autores
Almeida, F; Simoes, J;

Publicação
E-JOURNAL OF BUSINESS EDUCATION & SCHOLARSHIP OF TEACHING

Abstract
Students can explore playful environments offered by serious games to simulate challenges in the process of launching and managing a start-up, which can improve their strategic planning and management skills. In this sense, this paper identifies and explores the benefits and limitations of the use of serious games in entrepreneurship education. Subsequently, it is discussed how these elements are approached in the context of nine entrepreneurship serious games. The findings indicate that all considered games create an active learning environment, although it is not clear how they can be integrated into a didactical system and how the students' performance could be evaluated and assessed. Additionally, there were also globally identified accessibility, interoperability and usability issues.

2019

The contribution of the internet of things to the emergence of sustainable innovative cities

Autores
Almeida, F;

Publicação
Managing Sustainable Innovation

Abstract

2019

The business plan reference manual for IT businesses

Autores
Almeida, F; Santos, JD;

Publicação
The Business Plan Reference Manual for IT Businesses

Abstract
There is a great worldwide desire to launch new technology-based business. In this sense, and increasingly, entrepreneurship courses have arisen in several universities and many of the courses in the management, administration and engineering areas already offer entrepreneurship curricular units. Throughout those programs, the teams develop key integrated competencies in innovation, entrepreneurship and technology that will ultimately enable the students to create and develop new technology-based businesses. The Business Plan Reference Manual for IT Businesses provides a reference manual for undergraduate and graduate students that intend to launch their start-up business in the IT field. It helps them to create and model the business plan of their business. Therefore, this manual is mainly aimed at instructors who want to offer a practical view of the process of modeling, designing and developing an IT start-up. Additionally, it can be individually used by entrepreneurs who wish to launch their start-up businesses in IT field. The structure of the book was defined taking into account different approaches to the construction of the business plan, which basically consider a disaggregation of some of these chapters in others smaller (e.g., marketing plan into products/services and market, financial plan into investment plan and economic-financial projections). We chose to aggregate these dimensions into a single chapter, which in our view facilitates the process of analyzing a business plan. It is also relevant to mention the inclusion of "Chapter V - Prototype description" which is innovative and intends to take into account the application of this business plan template to the information technology sector. © 2018 River Publishers. All rights reserved.

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