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There is limited research on similarities and differences in entrepreneurial experiences of first and second generation immigrant entrepreneurs. Using in-depth interviews with Lebanese entrepreneurs in two Canadian cities, we analyze how entrepreneurs belonging to two different generations of immigrants experience and enact opportunity identification and assessment, and business development and operation. The analysis shows that first and second generation immigrant entrepreneurs diverge in their views of macro-institutional structures (such as regulation), risk, trust, and the role of divine providence in the entrepreneurial venture. The findings highlight the importance of understanding how first generation immigrant entrepreneurs’ past frames — developed in the pre-migration context — interact with the environment in the country of settlement in shaping entrepreneurial undertaking. The study also highlights second generation immigrant entrepreneurs’ perceived similarities to and differences from mainstream entrepreneurs. Implications for research and policy are addressed.
We give a generalization of Meeks–Yau’s celebrated embeddedness result for the solutions of the Plateau problem for extreme curves.
This paper examines the relationship between R&D collaborations with local organizations in the host countries and the performance of overseas R&D bases, considering the types of collaborations. The result of an empirical analysis shows that, while collaborations with local companies in the same industry of the host country just enhance the efficiency of R&D activities, those with local universities, public research institutions, and companies in the different industries increase the overall R&D performance including the efficiency of R&D activities and the quality of technological outputs. Also, as a factor that enables companies to build external networks, the effect of the nationality of top manager and researchers of R&D bases is investigated. The result demonstrates that R&D bases with top managers from the home countries are less active in developing R&D collaborations with local universities and that, as the percentage of the researchers from the home countries increases, the R&D bases tend to develop R&D collaborations with local companies in the same industry, but they do not develop those with local universities and other research institutions.
The twenty-first century places new demands on student learning. New times call for new literacies. We witness keen interest in "serious games" and the use of games to enhance student learning. Against this backdrop, this paper examines issues related to bringing game-based learning into classrooms. It is argued that the construction of students' identity and sense of self are important but mostly overlooked educational goals. It is also noted that immersive games, by virtue of three associated learning characteristics—embodiment, embeddedness, and experience—are well-suited to supporting identity construction goals because they orient learning toward performance competencies that are intentional and possess a high degree of personal agency. We advocate a pedagogy that involves dialectic interplay between game-play experience and classroom-based discussion and reflection. These ideas are illustrated through a research project on National Education in Singapore. The game we have developed, Space Station Leonis, is a hybrid that comprises two modes of play: simulation mode and role playing scenario mode. We show how the game has been designed to help students develop a sense of who they are and what they stand for in a classroom learning environment that seeks to facilitate development of their identity in relation to being and becoming a Singapore citizen.