<?xml version="1.0" encoding="UTF-8"?>
<rdf:RDF xmlns="http://purl.org/rss/1.0/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel rdf:about="http://hdl.handle.net/20.500.14044/33590">
<title>MEB 2020 Konferenciaközlemények</title>
<link>http://hdl.handle.net/20.500.14044/33590</link>
<description/>
<items>
<rdf:Seq>
<rdf:li rdf:resource="http://hdl.handle.net/20.500.14044/33964"/>
<rdf:li rdf:resource="http://hdl.handle.net/20.500.14044/33962"/>
<rdf:li rdf:resource="http://hdl.handle.net/20.500.14044/33959"/>
<rdf:li rdf:resource="http://hdl.handle.net/20.500.14044/33955"/>
</rdf:Seq>
</items>
<dc:date>2026-07-26T02:53:24Z</dc:date>
</channel>
<item rdf:about="http://hdl.handle.net/20.500.14044/33964">
<title>Diversity of stakeholder perception – Snapshot of family and non-family companies</title>
<link>http://hdl.handle.net/20.500.14044/33964</link>
<description>Diversity of stakeholder perception – Snapshot of family and non-family companies
Wimmer, Ágnes; Matolay, Réka
Fehér-Polgár, Pál
In this paper, we report about the first findings of the most recent round of the&#13;
“In Global Competition” research programme with a focus on differences and similarities&#13;
of businesses with and without family ownership and management. We explore their&#13;
perception of and attitude toward various stakeholder groups. Our sample is populated&#13;
with more than 200 companies operating in Hungary, out of which more than 50 businesses&#13;
are in family ownership and management. Small and medium-sized businesses have often&#13;
been seen as firms that pursue a special responsibility towards their employees and local&#13;
communities, two main directions of their local embeddedness. We are providing our&#13;
current snapshot suggesting a change in this regard.
</description>
<dc:date>2020-01-01T00:00:00Z</dc:date>
</item>
<item rdf:about="http://hdl.handle.net/20.500.14044/33962">
<title>Marketing Practices of a Sportorganization – The marketing value of Falco – Vulcano KC Szombathely Basketball Team</title>
<link>http://hdl.handle.net/20.500.14044/33962</link>
<description>Marketing Practices of a Sportorganization – The marketing value of Falco – Vulcano KC Szombathely Basketball Team
Tóth, Dávid Zoltán
Fehér-Polgár, Pál
In this study I have been examining the marketing activity and value of the Falco-&#13;
Vulcano Energia KC. The team does not have a huge legacy or past considering the other&#13;
&#13;
teams in the league. The organization is going to be only 40 years old this season (Komodi&#13;
1999). Falco has been established in 1980 by „some fanatics”, for instance, György&#13;
Gráczer and István Németh. Due to their enthusiasm, the organization is flourishing ever&#13;
since. My aim is to introduce the Hungarian sport marketing status and within it, I would&#13;
like to focus on the Falco Vulcano Energia KC men’s basketball team in the 2017th season&#13;
in particular. A very similar study had been published in this respect [8], but numerous&#13;
reasons are supported me to carry out this research again. First of all, I would like see&#13;
what had happened during the past eleven years. Because of this I presume that I can&#13;
observe some kind of a change, which I can record, whether if it is showing a positive or a&#13;
negative trend. Once I have done this, I would like to inspect the performance in the&#13;
international stage and its effects. These two have never been studied before. Therefore, my&#13;
research definitely provides some new, unknown information.
</description>
<dc:date>2020-01-01T00:00:00Z</dc:date>
</item>
<item rdf:about="http://hdl.handle.net/20.500.14044/33959">
<title>The impact of gamified education on learning motivation</title>
<link>http://hdl.handle.net/20.500.14044/33959</link>
<description>The impact of gamified education on learning motivation
Szentesi, Péter
Fehér-Polgár, Pál
Due to tense business environment and technological developments, agile&#13;
organizations are invoked to provide flexibility that is necessary to gain business&#13;
advantages. Accordingly, employees and the education system also have to align to meet&#13;
new challenges and to develop new skillsets. Technological progress and changes in society&#13;
have also impacted the characteristics of how younger generations perceive and learn.&#13;
Researchers of generation domain report high level of impatience and shorter attention&#13;
span. One of the attempts to capture and maintain longer-term attention is gamification, a&#13;
melting crucible of several theoretical domains (pedagogy, applied psychology) and&#13;
behavioural design professionals use its applications in practise. In this paper I aim to&#13;
relate motivation theory of learning to gamification in order to utilize its findings in&#13;
business education. Learning motivation has extensive literature, as well as gamification,&#13;
however the relation between them is not recognized deeply in empirical research. My work&#13;
is based on literature review of respective theories and structured review of gamification&#13;
frameworks, and is the first step in my series of research aiming to quantify this relation.
</description>
<dc:date>2020-01-01T00:00:00Z</dc:date>
</item>
<item rdf:about="http://hdl.handle.net/20.500.14044/33955">
<title>Virtual Collaboration</title>
<link>http://hdl.handle.net/20.500.14044/33955</link>
<description>Virtual Collaboration
Suhayda, Viola; Yue, Wu; Abuissa, Mohammad
Fehér-Polgár, Pál
Humans have always created and organized groups to work and learn together to&#13;
meet challenges. During the centuries, people have become able to cover even larger&#13;
distances and cooperate with new people. Nowadays, the fast-developing technological&#13;
system created the era of virtual collaboration, which benefits and difficulties we are still&#13;
just learning. Due to the current circumstances that the world encounters, it is a priority to&#13;
implement such collaboration methods.&#13;
In our secondary research, we study scientific articles and research papers to create a&#13;
broad picture about this collaboration. Moreover, we analyse the global situation and&#13;
practices of the business and the education system. This research not only introduces and&#13;
explains virtual collaboration methods, but also gives an overview about its impacts. Our&#13;
main purpose is to facilitate this type of collaboration and to provide best practices for&#13;
utilizing it in the most efficient and effective way.
</description>
<dc:date>2020-01-01T00:00:00Z</dc:date>
</item>
</rdf:RDF>
