2019
Authors
Almeida, F; Silva, O; Amoêdo, N;
Publication
Ottoman Journal of Tourism and Management Research
Abstract
2019
Authors
Almeida, F; Buzady, Z;
Publication
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
Authors
Almeida, F; Miranda, E; Falcão, J;
Publication
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
Authors
Buzady, Z; Almeida, F;
Publication
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
Authors
Almeida, F; Almeida, J; Mota, M;
Publication
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.
2019
Authors
Almeida, F; Silva, P; Araujo, F;
Publication
CYBERNETICS AND INFORMATION TECHNOLOGIES
Abstract
Databases provide an efficient way to store, retrieve and analyze data. Oracle relational database is one of the most popular database management systems that is widely used in a different variety of industries and businesses. Therefore, it is important to guarantee that the database access and data manipulation is optimized for reducing database system response time. This paper intends to analyze the performance and the main optimization techniques (Forall, Returning, and Bulk Collect) that can be adopted for Oracle Relational Databases. The results have shown that the adoption of Forall and Bulk Collect approaches bring significant benefits in terms of execution time. Furthermore, the growth rate of the average execution time is lower for Bulk Collect than Forall. However, adoption of Returning approach doesn't bring significant statistical benefits.
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