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Rakesh Sitepu; Arlina Nurbaity Lubis; Endang Sulistya Rini; Beby Karina F. Sembiring – Novitas-ROYAL (Research on Youth and Language), 2024
Fresh graduates often face significant uncertainty due to the intangible complexities of employment, a lack of adequate service orientation, and delayed realization of long-term benefits. This study investigates the relationship between the quality of experiential value and its impact on the loyalty of young workers. The research was conducted on…
Descriptors: Training Methods, Skill Development, College Graduates, Employee Attitudes
Gregory, Paula J. – ProQuest LLC, 2022
This study analyzed participants' perceptions regarding a sales training program before and during the COVID-19 pandemic. Using a descriptive research design, a survey was administered to 53 participants that examined the training methods used, topics covered, and their overall satisfaction with the program. The participants were assigned to…
Descriptors: Salesmanship, Sales Occupations, Training, Job Training
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Toyoda, Ryo; Russo-Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2022
This article provides a critical review of the current studies in VR-based health and safety training, assessment techniques, training evaluation, and its potential to improve the training evaluation outcomes in various high-risk engineering industries. The results of this analysis indicate the breadth of VR-based applications in training users on…
Descriptors: Computer Simulation, Safety Education, Training, Engineering
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Zhao, Fan; Fang, Xiaowen – Journal of Information Technology Education: Research, 2023
Aim/Purpose: This study attempts to apply gamification to support the training of small business owners in business web development from a work-based learning perspective. Background: Web design describes the process of creating a website and embodies many different aspects, such as webpage layout, content production, and graphic design. However,…
Descriptors: Ownership, Small Businesses, Workplace Learning, Gamification