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1.
Information ethics codes play a vital role in clarifying the responsibilities of MIS (management information systems) professionals and providing them with a point of reference when dealing with ethical issues. In view of the important 21st Century role played by China, particularly Mainland China, which represents a hugely significant market to all global enterprises, it is hoped that this study will assist the business world in understanding the culture in which Chinese business is conducted, and will facilitate the building of a suitable information ethics code in the future. Academically, this paper aims to explain how Confucian ethics and the guanxi 1 culture perspective affect MIS professionals’ ethical dilemmas and reactive processes. Specifically, it examines the reactive processes of MIS professionals in CHSyst (pseudonym) in Taiwan, Hong Kong and Mainland China. In practice, this study provides a good reference for enterprises such as the above that wish to find the most appropriate way to create an ethics code suitable for a Chinese company context to prevent Chinese MIS professionals from behaving unethically in their workplace. Such a code will serve to reduce the negative consequences of unethical conduct for the organization.  相似文献   

2.
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning. Yet relatively little research has been conducted about how game culture and the enmeshed practice of play may impact classroom dynamics. The purpose of this study is to present a case study about how the use of World of Warcraft (WoW) as a teaching tool and medium of play impacted class dynamics in an undergraduate university-level course for game design. Specifically, this study will address how WoW’s game culture and the practice of play impacted (a) student-to-student dynamics and (b) class dynamics. The goal of this study is to explore some of the dynamics of play as a component of learning.  相似文献   

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