6 research outputs found

    Students' Acceptance of Gamification in Higher Education

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    [[abstract]]Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.[[notice]]補正完

    Artificial Neural Networks and other AI Applications for Business Management Decision Support

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    Artificial intelligence (AI) in general and artificial neural networks (ANN) in particular provide a tremendous amount of knowledge to improve managerial decision making. Additionally, these same ANN and AI techniques also serve as knowledge repositories and distribution schema for organizations that facilitate managerial leadership responsibilities. This article examines how various ANN and other AI applications may be adapted to facilitate managerial leadership, improve manager performance and in some cases perform management activities. Further research that classifies leadership styles and the desired qualities of leaders is reviewed
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