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      • Business Incubator Explanations: Networking and Gender Differences

        Sherry Robinson KINFORMS 2009 Management Review Vol.4 No.2

        Research investigating gender differences in small business performance has frequently shown women-owned businesses to be smaller in terms of sales, profits and number of employees (Cooper, Gimeno-Dascon, & Woo, 1994; Kalleberg & Leicht, 1991; Loscocco & Leicht, 1993; Watson & Robinson, 2003). One reason for this may be social networks that are not as diverse and useful as men’s networks, making it more difficult for women to access external business resources. Business incubators attempt to enhance tenants’ networks, and thus increase access to needed resources. In this theoretical paper, it is argued that even though all incubatees are likely to benefit from networking assistance, it may be especially useful for women with less diverse networks. Suggestions for future research based on this conceptual framework are also presented.

      • Engaging Students Through Electronic Response Devices (Clickers)

        Sherry Robinson KINFORMS 2007 Management Review Vol.2 No.1

        Net Generation students, those born in the 1980s and later, have grown up with entertaining media such as TV, video games, and the Internet for education as well as amusement. In comparison to these fast-paced, interactive media, traditional lecture classes are likely to be deemed dull and boring. Electronic response devices (clickers) have been found to increase students engagement with course material while making class more fun. This study will examine students responses to the use of clickers in business classes at a small campus of a large public university. Not surprisingly, students reported that the use of the clickers increased both their engagement with the class and the likelihood that they would attend class.

      • Games, Clickers and Study Habits: Increasing Students’ Motivation to Study and Participate

        Sherry Robinson KINFORMS 2007 Management Review Vol.2 No.2

        Students of the Net Generation have grown up being entertained and educated through fast-paced media that can make traditional lectures seem dull. One way of using technology to make classes more engaging is the use of electronic response devices or “clickers.” This study examines students perceptions of games and clickers based on their self-reported study habits. It is determined that even some students who never study their notes before class would study for a game, while the majority of students, regardless of study habits, would be more likely to participate if clickers were used.

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