46 research outputs found

    Course Design based on Enhanced Intercultural Transformation Theory (EITT): Transforming Information Systems (IS) Students into Inventors during Academic Exchange

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    In this paper, we propose the enhanced intercultural transformation theory (EITT) with additional factors (i.e., support and motivation) as an extension to the existing intercultural transformation theory (ITT). Based on the EITT, we propose a three-phased (i.e., learner, explorer and inventor) framework of an exchange experience assessment (EEA) course with all five EITT factors (i.e., stress, adaptation, growth, support and motivation) interfaced with three stakeholders (i.e., student, patent advisor and instructor). Also, we report the design of the EEA course and its implementation in a university. The collected data confirmed our proposed EITT and EEA course framework that helped to transform information systems (IS) students into inventors. We found that students could develop patentable inventions through the stress-adaptation-growth process during their academic exchanges, but they still needed the patent advisors’ and instructor’s support and motivation. Our findings can enable any interested faculty in any university to attempt offering a similar course for the benefit of budding undergraduate inventors during academic exchange

    SOCIAL PERSUASIVE EDUCATION CLOUD MODEL – A CASE STUDY

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    The cloud based smart classroom helps in teaching, learning and assessment methods. This paper proposes taxonomy of each education system processes namely teaching, learning, assessment and school management prevalent presently with underlying communication process based on social support and persuasive theories. Learning and Teaching Expo of Hong Kong during December 2014 helped to test the propositions that education cloud provides social support (P1), persuasive support (P2) and social persuasive support (P3) and to come up with the taxonomy of education cloud and processes involved. This case study was done by visiting the expo, seeing demonstrations, interviewing the educational product providers and analyzing secondary data provided by them through pamphlets and websites. The designed taxonomy will help all stakeholders of educational institutions to classify the education cloud environment. The stakeholders could consider the features that meet their needs and implement the educational processes efficiently

    Service scenarios - A socio-technical approach to business service modeling

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    Massively Multiplayer Online Game (MMOG) is a unique categorization of electronic game which allows thousands of players to play simultaneously through the Internet in the same virtual environment. A number of researchers have started to introduce the use of MMOG as a new generation of educational platform, allowing players to interact and to learn together through collaborative game-play. However, the answers for the occurrence of collaborative learning behaviour and the motivational drivers for learning collaboratively in a MMOG are still underresearched. Motivated by such concerns, this study tests a theoretical model to explain individual’s intention to learn by peer motivations. The model employs motivational theories to propose two external motivational factors, namely peer intrinsic motivation and peer extrinsic motivation, and investigates effects of the two new constructs on MMOG players’ intention to learn individually and intention to learn collaboratively by building on the cognitive learning theory. Based on a study with 94 valid current MMOG player responses, PLS analysis shows that peer intrinsic motivation to play has a significant positive influence on the intention to learn collaboratively, while peer extrinsic motivation to play has a significant positive influence on the intention to learn individually. The results of our findings indicate potential implications to researchers, educators and game developers

    Incorporating Information Quality Management into EAI Processes

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    Nowadays Enterprise Application Integration (EAI) is rather a technical problem than an organizational issue in enterprise systems. Due to the increased complexity of EAI processes, it is difficult to guarantee the information quality (IQ) without scientific process control. Information Quality Management (IQM) highlights the control of the business processes by resolving IQ problems through IQ definition, measurement, analysis and improvement. When considering EAI’s emphasis on the integration of business processes and the information flow within an enterprise, they are potentially mutually complementary for the IQ improvement. However, there are very few studies carefully examining IQ improvement in EAI processes, and complementary nature of IQM and EAI. By analyzing the challenges of EAI to IQ, and theoretical foundations of incorporating IQM into EAI processes, this study proposes a framework to effectively improve the IQ of EAI processes, and suggests six propositions for future research

    THE EFFECT OF GAMIFIED MHEALTH APP ON EXERCISE MOTIVATION AND PHYSICAL ACTIVITY

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    In this study, we propose a research model to assess the effect of a mobile health (mHealth) app on exercise motivation and physical activity of individuals based on the design and self-determination theory. The research model is formulated from the perspective of motivation affordance and gamification. We will discuss how the use of specific gamified features of the mHealth app can trigger/afford corresponding users’ exercise motivations, which further enhance users’ participation in physical activity. We propose two hypotheses to test the research model using a field experiment. We adopt a 3-phase longitudinal approach to collect data in three different time zones, in consistence with approach commonly adopted in psychology and physical activity research, so as to reduce the common method bias in testing the two hypotheses

    Knowledge processes in virtual teams:consolidating the evidence

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    This article takes stock of the current state of research on knowledge processes in virtual teams (VTs) and consolidates the extent research findings. Virtual teams, on the one hand, constitute important organisational entities that facilitate the integration of diverse and distributed knowledge resources. On the other hand, collaborating in a virtual environment creates particular challenges for the knowledge processes. The article seeks to consolidate the diverse evidence on knowledge processes in VTs with a specific focus on identifying the factors that influence the effectiveness of these knowledge processes. The article draws on the four basic knowledge processes outlined by Alavi and Leidner (2001) (i.e. creation, transferring, storage/retrieval and application) to frame the investigation and discuss the extent research. The consolidation of the existing research findings allows us to recognise the gaps in the understanding of knowledge processes in VTs and identify the important avenues for future research

    MMOG Game-Based Knowledge Conversion: An Ecological View Of Mutualistic Co-Presence

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    This research-in-progress study aims to extend the research on Massively Multiplayer Online Game (MMOG) collaborative learning by theoretically exploring the role of virtual co-presence from an ecological perspective. Although a growing number of researchers has started to investigate learning behaviors of digital native in the MMOG virtual environment, the study for theoretical justification of collaborative behavior and motivational profile of players in MMOG is still under-researched. To bridge this gap, this study applies concepts from ecology, namely biological interactions, and integrates with technology-based collaborative learning streams of research to theoretically explore the patterns of knowledge conversion in MMOG. Based on existing literatures, this study proposes two constructs of co-presence based on the theory of symbiosis in the field of ecology on biological interaction to explain and predict gamers’ motivational profile and participation in knowledge conversion mode in the MMOG game-based learning, Also, this study proposes a multiple method approach (including field observation, self-reported survey and focus group interview) to test four hypotheses that advocate the research potentials of MMOG in future research

    The Learning Impacts of a Concept Map based Classroom Response System

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    Concept map is a powerful tool to achieve meaningful learning. In order to improve the capabilities of traditional classroom response systems to foster students’ higher-order thinking, in this study we propose an innovative Concept Map based Classroom Response System characterized by interactivity, diagnosticity and enjoyment, and empirically evaluate its effectiveness on improving students\u27 cognitive and affective levels in learning. This research entails important pedagogical implications and demonstrates the appropriateness of applying the system into higher education

    Strategy For Academic-Community Collaboration: Enabled And Supported By The Development Of An Open-Source Web Service

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    To cope with the challenges of economic turbulence in many small communities in U.S. and other parts of the world, this paper aims to propose an academic-community collaboration strategy to improve education, enhance workforce development, foster social community development, and facilitate economic development in a community. Based on the Design Science framework, the proposed academic-community collaboration strategy is presented based on the Asset-Based Community Development (ABCD) approach and value-chain analysis, and supported by our proposed open-source IT infrastructure, including a showcase of web service called Community Development Collaboration Service (CDCS). This web service functions as a central portal that identifies available services and resources, disseminate areas of needs, and then match the resources and the needs appropriately and efficiently within a community, with the support and promotion from local universities that the community can trust. Our preliminary survey findings suggest that most of the potential users find the overall content quality and perceived usefulness of the CDCS good or excellent. Implications, limitations and future improvement of the CDCS are presented in the paper
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