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Article
Publication date: 1 June 2015

Chen-Shu Wang, Yu-Chieh Li and Yeu-Ruey Tzeng

The purpose of this paper is to propose a game-based learning (GBL) content design model that replicates the two-dimensional Bloom cognitive process in GBL units. The proposed…

Abstract

Purpose

The purpose of this paper is to propose a game-based learning (GBL) content design model that replicates the two-dimensional Bloom cognitive process in GBL units. The proposed model, called the knowledge and cognitive-process representation (KCR) model, enables a game player to access three types of Bloom knowledge by allowing the learner to experience-related cognitive processes that can be replicated in the GBL units via appropriate representation approaches.

Design/methodology/approach

To validate the feasibility of the proposed KCR model, 14 GBL units for a Cisco-certified network associate (CCNA) certification training program were designed and installed on several servers. Players played the GBL units via internet browsers. According to the problem-solving theory, three game components, including a tool, feedback, and goal, are necessary for game playing and should be adopted to implement three sub-cognitive processes. A three-phase experiment was performed for one year. Subjects were university sophomores and a randomized block experiment design was implemented.

Findings

The experimental results show that, compared with a traditional web-based learning platform, the GBL platform is more efficient and it enables learners to achieve improved learning performance. In addition, most hypotheses support the fact that particular cognizance processes should be implemented by a specific representation approach in GBL. Finally, a KCR model for GBL content design is inferred to represent a cognitive process appropriately that can be referenced for both the digital content instructor and the game developer.

Research limitations/implications

Because the CCNA training material does not include meta-knowledge of Bloom knowledge type and the creation of the Bloom cognitive process, the KCR model should be further extended. In addition, others certification training materials (such as Oracle DBA, Java programmer) can be implemented on the basis of the KCR model for general validation as further research.

Practical implications

Players can acquire specific types of knowledge, such as factual knowledge, by experiencing a particular cognitive process, such as the “remembering & understanding” processes, which can be represented with a computer tool. The KCR model can provide both the instructor and the game developer with design recommendations and accelerate GBL content implementation.

Originality/value

GBL is a learning platform that can stimulate a learner by improving the motivation to learn and the learning experience. To ensure high-learning performance, the learner should perform specific cognitive processes and acquire knowledge. This research proposes a content design model for GBL units that appropriately replicate the Bloom framework in a computer game.

Article
Publication date: 25 September 2019

Xiang Gong, Kem Z.K. Zhang, Chongyang Chen, Christy M.K. Cheung and Matthew K.O. Lee

Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors…

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Abstract

Purpose

Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors develop a model to propose that observational learning and reinforcement learning mechanisms together determine excessive online social gaming, which further foster adverse consequences.

Design/methodology/approach

The model is empirically validated by a longitudinal survey among users of a popular online social game: Arena of Valor. The empirical data are analyzed using component-based structural equation modeling approach.

Findings

The empirical results offer two key findings. First, excessive online social gaming is determined by observational learning factors, i.e. social frequency and social norm, and reinforcement learning factors, i.e. perceived enjoyment and perceived escapism. Second, excessive online social gaming leads to three categories of adverse consequences: technology-family conflict, technology-work conflict and technology-person conflict. Meanwhile, technology-family conflict and technology-work conflict further foster technology-person conflict.

Originality/value

This study contributes to the literature by developing a nomological framework of excessive online social gaming and by extending the social learning theory to excessive technology use.

Article
Publication date: 15 June 2012

Liu Fan, Ja‐Chul Gu, Yung‐Ho Suh and Sang‐Chul Lee

The purpose of this research is to develop and test a model explaining users’ intention to adopt online games in China. Through theories from diverse fields of information systems…

1103

Abstract

Purpose

The purpose of this research is to develop and test a model explaining users’ intention to adopt online games in China. Through theories from diverse fields of information systems research, the authors aim to examine and validate antecedents of users’ intentions to play online games.

Design/methodology/approach

The model proposes subjective norms and perceived control as antecedents to technology acceptance model (TAM) related beliefs, while suggesting convenience of operator, reality of design, provision of information and sense of belonging as antecedents of flow. The authors study the causal relations between the antecedents and usage intention by using structural equation modeling (SEM) to test the causalities in the proposed model.

Findings

The results indicate that perceived usefulness (PU), perceived ease of use (PEOU), flow and subjective norms are direct predictors of Chinese online games users’ intentions. Subjective norm and sense of belonging are shown to be important predictors of PU, while provision of information reveals an important negative influence on PU. At the same time, system quality shows no significant influence on PU. Perceived control and convenience of operator are both antecedents of PEOU. Furthermore, except for the sense of belonging, the proposed four antecedents of flow are tested for their effect on PU.

Originality/value

This research systematically includes relevant antecedents in MIS research to test online game users’ intention to adopt online games. It also provides some managerial insights that can guide Chinese online game companies to improve their games to attract users, and help foreign online game companies to make strategic plans to enter the huge Chinese online game market.

Details

Asian Journal on Quality, vol. 13 no. 1
Type: Research Article
ISSN: 1598-2688

Keywords

Article
Publication date: 1 February 1996

Vic Gilgeous and Mirabelle D’Cruz

Summarizes what business and management games are, their history, the different types of games that are available and what their uses are. Through interviews and a questionnaire…

2496

Abstract

Summarizes what business and management games are, their history, the different types of games that are available and what their uses are. Through interviews and a questionnaire survey the users of games are studied to ascertain who they are, why they use or are involved with games and what they think of them.

Details

Management Development Review, vol. 9 no. 1
Type: Research Article
ISSN: 0962-2519

Keywords

Article
Publication date: 3 April 2018

Hana Kim, Daeho Lee and Jun-Seok Hwang

Even though network externality plays an important role in users’ motivations to use services or products, the implications of this are not clear because previous studies did not…

Abstract

Purpose

Even though network externality plays an important role in users’ motivations to use services or products, the implications of this are not clear because previous studies did not distinguish between the number of peers and the number of total users. Thus, the purpose of this paper is to demonstrate that there is a difference between the two network externalities, i.e., the number of peers and the total number of users. To accomplish this, the perception of quality of life is considered to have an impact on the effects of the two different network externalities.

Design/methodology/approach

Data were collected from a survey that covered 508 online game players in South Korea, and the two hypotheses of “player experience of need satisfaction” from self-determination theory as well as user gratification theory (UGT) were assessed using structural equation modeling.

Findings

The results indicate that people consider the total number of users and the number of peers differently. In addition, the effects of the total number of users and the number of peers vary according to respondents’ perceived life quality in four dimensions: loneliness, happiness, satisfaction with life (SWL), and escapism. In particular, people’s offline tendencies are reflected online in terms of loneliness, whereas online life compensates for a lack of enjoyment offline.

Originality/value

The authors verify that UGT can affect the network externality by considering perceived quality of life (loneliness, SWL, happiness, and escapism) as a moderating effect.

Details

Information Technology & People, vol. 31 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 1 November 2000

S.M. Hong‐Minh, S.M. Disney and M.M. Naim

Considers the dynamical effect of lateral emergency transhipments within a supply chain. It tests various different strategies for improving customer service via the MIT Beer Game

3810

Abstract

Considers the dynamical effect of lateral emergency transhipments within a supply chain. It tests various different strategies for improving customer service via the MIT Beer Game. Four distinct strategies are considered. “Electronic point of sales (EPOS)”, where marketplace information is forwarded to all players throughout the supply chain; “Excel”, where the stock levels in all echelons are controlled by the factory; “Emergency transhipments”, where an express transportation route bypassing an echelon in the supply chain is permitted; “Eliminate”, where an echelon is removed from the supply chain. The Beer Game strategies are also studied via a simulation exercise. Results show that the Excel strategy is flawed, whereas the EPOS strategy has a strong impact on inventory cost, Emergency transhipments has a strong impact on customer service level and Eliminate results in less stock for an improved customer service level. Combinations of the three viable strategies are also tested. This paper concludes that the three strategies can be integrated to significantly improve supply chain performance.

Details

International Journal of Physical Distribution & Logistics Management, vol. 30 no. 9
Type: Research Article
ISSN: 0960-0035

Keywords

Book part
Publication date: 26 July 2016

Michael Schwalbe

If what sociologists call “social structures” are understood to be recurrent patterns of joint action, then the charge that interactionism suffers from an astructural bias falls…

Abstract

If what sociologists call “social structures” are understood to be recurrent patterns of joint action, then the charge that interactionism suffers from an astructural bias falls apart, because such patterns of joint action are what interactionists routinely study. The problem, then, is not that interactionism fails to grasp structure, but that much of the mainstream of sociology fails to grasp process. It is this aprocessual bias that impedes a full understanding of how inequality is created and reproduced. The case of capitalism is used to show how an interactionist focus on process can illuminate the workings of a large-scale economic system. I treat capitalism as a macro interaction order, à la Goffman, and then employ the tools of dramaturgical sociology to analyze the recurrent patterns of joint action of which capitalism consists. This form of dramaturgical analysis is applied to two fictional stories as a way to show how capitalism depends on normative and procedural rules, cognitive presuppositions, and ritual forms – all of which are typically rendered invisible by aprocessual bias. The concepts of side bets, identity stakes, and nets of accountability are developed to complete the analysis.

Details

The Astructural Bias Charge: Myth or Reality?
Type: Book
ISBN: 978-1-78635-036-7

Keywords

Article
Publication date: 10 January 2022

Patanjal Kumar, Dheeraj Sharma and Peeyush Pandey

Supply chain network is complicated to manage due to the involvement of a number of agents. Formation of virtual organization using Industry 4.0 (I4.0) is an approach to improve…

660

Abstract

Purpose

Supply chain network is complicated to manage due to the involvement of a number of agents. Formation of virtual organization using Industry 4.0 (I4.0) is an approach to improve the efficiency and effectiveness and to overcome the complexities of the channel. However, the task of managing the channel further becomes complicated after incorporating sustainability into the supply chain. To fill this gap, this paper focuses on designing of mechanism and demonstration of I4.0-based virtual organization to coordinate sustainable supply chain.

Design/methodology/approach

In this paper, we model and compare I4.0-based virtual organization models using four other traditional contracts with centralized supply chain. The non-cooperative game theoretic approach has been used for the analysis of models.

Findings

Our game-theoretic analysis shows that investment in I4.0 and sustainable innovation are beneficial for the overall supply chain. Our results show that linear two-part tariff contract and I4.0-based virtual organization model can perfectly coordinated with the supply chain.

Research limitations/implications

This study consider deterministic model settings with full information game. Therefore researchers are encouraged to study I4.0-based coordination models under information asymmetry and uncertain situations.

Practical implications

The paper includes implications for the development of I4.0-based coordination model to tackle the problems of channel coordination.

Originality/value

This study proposes I4.0-based game-theoretic model for the sustainable supply chain coordination.

Details

International Journal of Productivity and Performance Management, vol. 72 no. 6
Type: Research Article
ISSN: 1741-0401

Keywords

Article
Publication date: 15 August 2022

Bibhas Chandra Giri and Sushil Kumar Dey

The purpose of this study is to investigate the impact of greening and promotional effort dependent stochastic market demand on the remanufacturer's and the collector's profits…

Abstract

Purpose

The purpose of this study is to investigate the impact of greening and promotional effort dependent stochastic market demand on the remanufacturer's and the collector's profits when the quality of used products for remanufacturing is uncertain in a reverse supply chain.

Design/methodology/approach

The proposed model is developed to obtain optimal profits for the remanufacturer, the collector and the whole supply chain. Both the centralized and decentralized scenarios are considered. To motivate the collector through profit enhancement, the remanufacturer designs a cost-sharing contract. Through numerical examples and sensitivity analysis, the consequences of greenness and promotional effort on optimal profits are investigated.

Findings

The results show that the remanufacturer gets benefited from greening and promotional effort enhancement. However, a higher value of minimum acceptable quality level decreases the profits of the manufacturer and the collector. A cost-sharing contract coordinates the supply chain and improves the remanufacturer's and the collector's profits. Besides green innovation, remanufacturing mitigates the harmful effects of waste in the environment.

Originality/value

Two different viewpoints of remanufacturing are considered here – environmental sustainability and economic sustainability. This paper considers a reverse supply chain with a remanufacturer who remanufactures the used products collected by the collector. The quality of used products is uncertain, and customer demand is stochastic, green and promotional effort sensitive. These two types of uncertainty with green and promotional effort sensitive customer demand differs the current paper from the existing literature.

Details

Kybernetes, vol. 52 no. 11
Type: Research Article
ISSN: 0368-492X

Keywords

Abstract

Details

Knowledge Preservation and Curation
Type: Book
ISBN: 978-1-83982-930-7

1 – 10 of over 23000