68,684 research outputs found

    Exploring foundations for using simulations in IS research

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    Simulation has been adopted in many disciplines as a means for understanding the behavior of a system by imitating it through an artificial object that exhibits a nearly identical behavior. Although simulation approaches have been widely adopted for theory building in disciplines such as engineering, computer science, management, and social sciences, their potential in the IS field is often overlooked. The aim of this paper is to understand how different simulation approaches are used in IS research, thereby providing insights and methodological recommendations for future studies. A literature review of simulation studies published in top-tier IS journals leads to the definition of three classes of simulations, namely the self-organizing, the elementary, and the situated. A set of stylized facts is identified for characterizing the ways in which the premise, the inference, and the contribution are presented in IS simulation studies. As a result, this study provides guidance to future simulation researchers in designing and presenting findings

    Exploring foundations for using simulations in IS research

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    Simulation has been adopted in many disciplines as a means for understanding the behavior of a system by imitating it through an artificial object that exhibits a nearly identical behavior. Although simulation approaches have been widely adopted for theory building in disciplines such as engineering, computer science, management, and social sciences, their potential in the IS field is often overlooked. The aim of this paper is to understand how different simulation approaches are successfully used in IS research, thereby providing hypotheses that allow deriving methodological guidelines for subsequent studies. A survey of 46 pieces of IS research provides the grounding for defining a taxonomy of simulation approaches and for identifying possible application patterns linking simulation approaches to their theory contributions, research domains and information views

    Evaluating use of the SimVenture computer-based business simulation

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    Objectives The paper evaluates the impact of one of the market-leading computer-based start-up business simulations – SimVenture – using a version of the Rugby Team Impact Framework (RTIF; e.g. Bromley et al., 2012) adapted by the authors for use within an enterprise education context. Four case studies of the use of SimVenture in non-Business School subjects in Higher Education in the UK are described and analysed using the RTIF. Prior Work A survey of entrepreneurship education programmes conducted in 2006 by McKeown et al. concluded that delivery methods proved to be more traditional than anticipated, with few instances of action learning or the use of technology to support learning. Serious games, including business computer-based business simulations, have the potential to support learning by doing (Williams 2011, QAA 2012, Lopes et al. 2013), and have been shown to develop a range of skills including those described as necessary for the 21st Century (Romero et al., 2015). There are, however, few examples in the literature evaluating student-focused impact of business simulations in non-Business School subjects. With increasing calls to spread enterprise and entrepreneurship education to all (Anderson et al, 2014; Young, 2014), can serious games and business simulations such as SimVenture provide an effective solution? Approach Four undergraduate programmes in a range of non-Business subject areas (including computing and information systems; fashion and textiles; and veterinary practice) were selected for in-depth interviews following a literature review and web-based desk exercise to identify examples of practice. Case studies were produced exploring why SimVenture was chosen for use with students; how it was used (make-up of student cohort; size of working groups; number of sessions and over what time period, etc.); how learning was assessed; evaluation of learning and process; and lessons learned by the educator. The impact of SimVenture on student behaviour, learning, and longer term outcomes was analysed using the RTIF. Results The RTIF proved a useful tool for assessing the impact of SimVenture. All case studies reported positive outcomes for students with evidence of increased business and finance knowledge, skills development, and a wider appreciation of career options. Improved attendance and retention rates as a direct result of using SimVenture were also reported at one institution. Suggestions for practice are presented using the case study examples. Implications The results of the research suggest that serious games, in this case business simulations (using SimVenture as a specific example) can have positive outcomes on the student experience and business skills development through learning by doing. Value The paper contributes to the literature on use of computer-based business simulations, providing specific examples of practice that can be used by academics looking to embed enterprise and entrepreneurship education in non-Business subject-specific curricular. It also introduces an adapted framework which can be used to evaluate the impact of enterprise and entrepreneurship education programmes

    Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for Computational Astrophysics (MICA)

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    We describe the Meta-Institute for Computational Astrophysics (MICA), the first professional scientific organization based exclusively in virtual worlds (VWs). The goals of MICA are to explore the utility of the emerging VR and VWs technologies for scientific and scholarly work in general, and to facilitate and accelerate their adoption by the scientific research community. MICA itself is an experiment in academic and scientific practices enabled by the immersive VR technologies. We describe the current and planned activities and research directions of MICA, and offer some thoughts as to what the future developments in this arena may be.Comment: 15 pages, to appear in the refereed proceedings of "Facets of Virtual Environments" (FaVE 2009), eds. F. Lehmann-Grube, J. Sablating, et al., ICST Lecture Notes Ser., Berlin: Springer Verlag (2009); version with full resolution color figures is available at http://www.mica-vw.org/wiki/index.php/Publication

    Computational and Biological Analogies for Understanding Fine-Tuned Parameters in Physics

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    In this philosophical paper, we explore computational and biological analogies to address the fine-tuning problem in cosmology. We first clarify what it means for physical constants or initial conditions to be fine-tuned. We review important distinctions such as the dimensionless and dimensional physical constants, and the classification of constants proposed by Levy-Leblond. Then we explore how two great analogies, computational and biological, can give new insights into our problem. This paper includes a preliminary study to examine the two analogies. Importantly, analogies are both useful and fundamental cognitive tools, but can also be misused or misinterpreted. The idea that our universe might be modelled as a computational entity is analysed, and we discuss the distinction between physical laws and initial conditions using algorithmic information theory. Smolin introduced the theory of "Cosmological Natural Selection" with a biological analogy in mind. We examine an extension of this analogy involving intelligent life. We discuss if and how this extension could be legitimated. Keywords: origin of the universe, fine-tuning, physical constants, initial conditions, computational universe, biological universe, role of intelligent life, cosmological natural selection, cosmological artificial selection, artificial cosmogenesis.Comment: 25 pages, Foundations of Science, in pres

    Curriculum Guidelines for Undergraduate Programs in Data Science

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    The Park City Math Institute (PCMI) 2016 Summer Undergraduate Faculty Program met for the purpose of composing guidelines for undergraduate programs in Data Science. The group consisted of 25 undergraduate faculty from a variety of institutions in the U.S., primarily from the disciplines of mathematics, statistics and computer science. These guidelines are meant to provide some structure for institutions planning for or revising a major in Data Science

    A Study of Educational Simulations Part I - Engagement and Learning

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    Interactive computer simulations with complex representations and sophisticated graphics are a relatively new addition to the classroom, and research in this area is limited. We have conducted over 200 individual student interviews during which the students described what they were thinking as they interacted with simulations. These interviews were conducted as part of the research and design of simulations for the Physics Education Technology (PhET) project. PhET is an ongoing project that has developed over 60 simulations for use in teaching physics, chemistry, and physical science. These interviews are a rich source of information about how students interact with computer simulations and what makes an educationally effective simulation. We have observed that simulations can be highly engaging and educationally effective, but only if the student's interaction with the simulation is directed by the student's own questioning. Here we describe our design process, what features are effective for engaging students in educationally productive interactions and the underlying principles which support our empirically developed guidelines. In a companion paper we describe in detail the design features used to create an intuitive simulation for students to use

    Review of Literature and Curricula in Smart Supply Chain & Transportation

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    This study provides a review of existing smart supply chain management (SCM) literature and current course offerings in order to identify unexplored implications of smart SCM. Specifically, the study focuses on curricula within the state of California to derive potential opportunities for the relevant practitioners in the Bay Area. In addition, the study further extends curriculum review to other well-recognized SCM programs around the U.S. By exploring current relevant course offerings from different academic institutions for higher education (i.e., universities), this research aims to deliver general ideas useful to knowledge practitioners in fields concerning SCM. Finally, the research illustrates a conceptual framework aimed at fostering familiarity with the necessary research topics for the evolving smart SCM
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