Browsing by Author "Teichmann, Malte Rolf"
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Item A study on tacit knowledge – Development of a theoretical knowledge model and its instantiation in Virtual RealityZum Erkenntnisgegenstand des stillschweigenden Wissens – Erarbeitung eines lerntheoretischen Wissensmodells und dessen Instanziierung im virtuellen Raum(2024) Teichmann, Malte RolfThe present dissertation examines the subject of tacit knowledge, a topic of significant relevance in the fields of business knowledge management, information systems, and information system science. Starting with a critical in-depth analysis of the foundational works of Michael Polanyi and Ikujirō Nonaka & Hirotaka Takeuchi, the research process aims to develop an understanding of tacit knowledge that is decoupled from metaphysical perspectives and to provide explanations for its formation supported by learning theories. Embracing the potentials of digital (learning) technologies, a virtual reality-based learning environment is also created, which can contribute to the acquisition of tacit knowledge. Using the Design Science Research Method (DSRM), the work pursues two design goals: the development of a learning-theoretical knowledge model to explain the formation of tacit knowledge and the development of a virtual reality-based learning environment to acquire tacit knowledge.Item How to Design Immersive Virtual Learning Environments based on Real-World Processes for the Edu-Metaverse – A Design Process Framework(2025) Teichmann, Malte RolfDue to the rise of virtual reality and the - at least now - hypothetical construct of the Metaverse, learning processes are increasingly transferred to immersive virtual learning environments. While the literature provides few design guidelines, most papers miss an application and evaluation description of the design and development processes. As a result, few standardized design processes and related design frameworks exist that mean- ingfully integrate existing stand-alone design theories and resulting approaches for developing immersive virtual learning environments. The paper tackles this challenge with a research procedure based on the design science research method to outline and communicate a Design process framework to create virtual learning environments based on real-world processes for the Edu- Metaverse. The simply applicable artifact represents a comprehensive five-step solution to a well-defined problem by combining interdisciplinary perspectives. It contributes to the concretization of the hypothetical term Metaverse in its intended domain. As a result, practitioners and researchers with different experience levels can use the low-threshold framework.