59 research outputs found

    Making the world a better place with Mixed Reality in Education

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    Mixed Reality (MR) is an emerging technology in which the real world is enhanced by an overlay of computer graphics-based interaction. The use of MR in the Information Systems (IS) pedagogy is becoming more and more to be taken as a reflection of reality. This study expands on the current literature to plan, design, test, and evaluate the use of Microsoft HoloLens a MR device in IS classroom. This study uses design science guidelines to introduce HoloLens to 205 students in a postgraduate and undergraduate class. Student responses were both positive and negative highlighting the advantages and disadvantages of the technology, the applications and its interface as presented in this paper. This study uses Socio-Technical Interaction Networks (STIN) analytical strategy for social informatics to compare the different forms of knowledge embodiment in the mixed reality system for education

    MIXED REALITY IN THE INFORMATION SYSTEMS PEDAGOGY: AN AUTHENTIC LEARNING EXPERIENCE

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    Mixed Reality (MR) has brought a significant change in today’s world and its significance is continuously evolving in Information Systems (IS) pedagogy. This study expands on the current literature to plan, design, test, and evaluate the use of Microsoft HoloLens, which is an MR device in an IS classroom. This study uses design science guidelines to introduce HoloLens to 20 postgraduate students and 130 undergraduate students in their class. Student responses were both positive and negative highlighting the advantages and disadvantages of the technology, the applications and its interface as presented in this paper. Findings suggest that the use of an authentic learning framework provided effective instructional design guidelines support the acquisition of advanced knowledge

    Barriers in XBRL based Interagency Accounting Information Sharing: Qualitative Evidence from Indonesia

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    Enhancing Employee Experience in the era of Hybrid Work:The case of Microsoft Viva

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    Barriers in XBRL based Interagency Accounting Information Sharing: Qualitative Evidence from Indonesia

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    The purpose of this research is to examine barriers in interagency information sharing (IIS). The type of shared information that this research focuses on is the eXtensible Business Reporting Language (XBRL) based financial statements sent by businesses to government agencies. Several researchers attempted to develop theoretical models related to IIS barriers by classifying them into three perspectives, i.e. organizational, technological, and political/policy perspectives. However, as suggested by previous literature, there is a need to apply the framework in non-western countries. This study is employing a qualitative approach by interviewing some key informants from government agencies. The research is engaging with five Indonesian government agencies. At the current state of the research, three barriers have been synthesized as the findings. As future research work, some other barriers have to be analyzed and synthesized by the study to give a more comprehensive understanding

    A Conceptual Framework to Assess the Effectiveness of Rubric Tool

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    Rubrics are being used in a wide variety of disciplines in higher education to evaluate the assessments and provide feedback to students. Rubrics are traditionally implemented as paper-based table to grade assessments and provide feedback. The advancement of technology has integrated the Rubric Tool into Learning Management Systems (LMS) like Blackboard to facilitate online marking. In this conceptual paper, we aim to evaluate the effectiveness of the Rubric Tool. We propose an integrated conceptual framework applying various theories from the extant literature to assess the effectiveness of the Rubric Tool. Furthermore, we use the framework to evaluate the effectiveness of the Blackboard LMS Rubric Tool applied in an undergraduate course for grading assessments under the settings of an Australian International University in Asia

    Design and Evaluation of a Virtual Reality Game to Improve Physical and Cognitive Acuity

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    Physical and mental health are both integral to healthy living and ageing, and a causal-cum-symbiotic relationship has been observed between the two. Physical and cognitive activities such as exercise and board games are known to promote healthy ageing. In this regard, highly engaging lightboard games are known to improve hand-eye coordination, reflexes, and motor skills for individuals. Immersivity of virtual reality games can transform mundane and repetitive exercise routines into stimulating experiences, and they can be utilized by users to improve physical and cognitive performance from the comfort of their homes. In this study, we adopt design science framework to design, develop and evaluate a VR BATAK lightboard game to improve physical reaction, hand-eye coordination, visual memory and cognitive processing. Based on the findings from evaluation over three phases, we propose three design principles related to accessibility, sensory cueing and cognitive loading, as theoretical and practical contributions of this study

    Designing an Artifact to Empower Chronic Patients for Monitoring Health During a Pandemic: A COVID-19 Screening App

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    Chronic diseases have been declared an invisible epidemic by the World Health Organization (WHO, 2005). Over the past fifty years, the prevalence of chronic conditions has increased, leading to the disease burden caused by cancer, cardiovascular diseases, diabetes, and mental and substance use disorders (DOH, 2021). Chronic patients need to reimagine how they will empower themselves to effectively manage and monitor their health and wellbeing in a COVID-19 era when frequent in-person health care visits will no longer be feasible. In this study, we propose the dimensions for the design of a mobile-based application that will aid chronic patients and end-users in self-managing and monitoring their health during the pandemic era. Based on an empirical investigation involving pharmacists and researchers, we designed and developed a prototype capable of empowering chronic patients. This study particularly focuses on how technological interventions can help chronic patients self-manage and monitor their health and well-being related to COVID-19 where the user expectations are met with less attrition rates
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