23 research outputs found

    An Empirical Study of Consumer Satisfaction with Online Health Information Retrieval

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    This research examines the area of Online Consumer Health Information Retrieval (HIR) as: “a field of study that pertains to consumers’ use of the Internet to locate and evaluate health related information, for the purposes of self education and collection of facts to enable informed decision making.” A research model exploring the antecedents of consumer satisfaction with online HIR is developed by using the constructs quality, trust beliefs and satisfaction. This model for consumer satisfaction with online HIR is quantitatively validated using structural equation modeling techniques. The findings of this research provide evidence that content quality, technical adequacy and trust beliefs explain a large proportion of the variance in satisfaction with online HIR for consumers

    Psychophysiological Measures of Cognitive Absorption and Cognitive Load in E-Learning Applications

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    By understanding the psychophysiological factors behind successful e-learning, we aim to identify new techniques that improve participant retention and engagement. Past work has explored the relationship between Electroencephalography (EEG) and learning constructs, such as Cognitive Load and Cognitive Absorption. We believe that the unique application of an e-learning environment warrants an extension of existing theories. Our goal is to develop and validate a model explaining the role of Cognitive Load on Knowledge Gained. This research provides the foundation to then apply this model to create a neuroadaptive learning system. We describe an experiment that uses noninvasive tools to validate this model and explore the viability of off-the-shelf EEG for data collection in e-learning experiments. Potential theoretical contributions are discussed and results from a technical pilot are provided

    Game-Based Experiential Learning in Online Management Information Systems Classes Using Intel’s IT Manager 3

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    For several years, we used Intel’s flash-based game “IT Manager 3: Unseen Forces” as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical staff as the game progresses. We found that this experience was useful for students to reflect upon and apply several IT management theories learned in their online Management Information Systems class. Specific reflective questions fostered thinking about the role of the CIO, principles of project management, budgeting IT initiatives, as well as the impact of IT projects on the balanced scorecard. In this paper we first outline experiential learning methods and describe the online course and the module’s objectives where we used the game based simulation of the Information Technology manager role. We examine elements of what makes a good game and relate these with key features of the IT Manager 3 Game, and describe how we used them to reinforce theoretical concepts. We then go into detail on what challenges and obstacles were faced when implementing the game in the course and highlight how these were overcome. Finally our paper concludes with a discussion of how online games can be effective in online management information systems courses

    An Exploratory Study on the Impact of Advertising Intrusiveness on Consumers’ Perceptions of Health Information Found on Websites

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    This exploratory research quantitatively tested the impact of inline advertisements in health websites on consumers’ perceptions of trust, satisfaction, and adoption intention of health advice, by manipulating advertisements in a mock website for varying degrees advertising intrusiveness

    The Role of Flow in Learning Distributed Computing and MapReduce Concepts using Hands-On Analogy

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    The expansion of technical concepts into everyday business practices suggests a need for effectively teaching difficult subjects to non-technical users. This paper describes hands-on analogy, an innovative method for teaching technically difficult concepts using interactive, experiential learning activities and a gamified exercise. We demonstrate our technique by investigating Hadoop Hands On, an exercise designed to teach MapReduce. Students experienced how MapReduce functions work conceptually by envisioning students as compute and tracking nodes in a Hadoop system and playing cards as data processed to complete two tasks of varying complexity. A study of 56 students was conducted to validate the exercise and demonstrated the impact of triggered flow on perceived understanding. The main contributions of this work are 1) an alternative learning approach that communicates a technically difficult concept through analogy and 2) the demonstration of the role of flow in facilitating learning using this approach. We recommend using this approach to teach technically difficult concepts to non-technical students who can more easily comprehend the benefits of distributed computing methods interactively in a way that complements the traditional lecture approach

    Fair Dealing or Fare Stealing?: Implications of Canadian Copyright Law Reform on the Online Classroom

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    This article first examines Canadian copyright law as it pertains to distance education with a detailed review of literature, legislation and jurisprudence, including a comparison with influential law from the United States. Included in this analysis are the opinions of specialists and experts on distance education and copyright in the university environment, who were interviewed during this research. Based on the research findings, we have identified three distinct legislative outcomes. For each, we provide recommendations on how a university and other stakeholders might best protect their interests when confronted with any of these three possibilities

    A Framework of AR-Enabled GIS Affordances for Disaster Response

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    There has been an increasing growth in the use of GIS, the amount of spatial data available, and the relative accessibility to GIS tools to non-expert users. There have also been considerable advancements in the augmented reality/mixed reality (AR/MR) tools and capabilities. In this research, we analyze the potential benefits of AR/MR-enabled GIS and we develop a framework of the affordances provided by combining those technologies vis-Ã -vis the demands and challenges of effective disaster response
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