scholarly journals VALIDATION OF ACD GAME 3D USING A TECHNOLOGY ACCEPTANCE MODEL (TAM)

Author(s):  
Rafael Buback Teixeira ◽  
Luiz Henrique Lima Faria ◽  
Jonas Paluci Barbosa ◽  
Fábio Firme da Costa

In the discrete event simulation discipline, the student learns that the conceptual aspects of a system modeling to be simulated are essential for the success of a simulation project. As one of the initial steps, understanding simulation elements and their relationships, through simulation mechanics, allows a better absorption of abstract concepts related to simulation modeling and facilitates this understanding. The Three Phase Method, with representation based on the Activity Cycle Diagram (ACD), consists of a discrete event simulation mechanic, easy to assimilate. Thus, we present The ACD GAME 3D, a serious digital game with the objective of exploring cognitive aspects of discrete event simulation learning, based on the Three Phases Method, in a virtual board format. We analyze the validity of the game with the Technology Acceptance Model (TAM). We observed that the students involved present considerable intention of using the game, being analyzed the behavior in the use, something explained, mainly, by the Perceived Utility. Thus, the game is useful for potentiating the studies according to the results found. In addition, the study demonstrated the potential in developing serious games to leverage the teaching-learning process.

2021 ◽  
Author(s):  
Petrit Dode

This action research thesis aimed to: 1) develop and test a viable Discrete Event Simulation and Human Factors Modeling approach for an Ontario based telecommunication company, and 2) identify the factors that affect the uptake and application of the approach in work system design. This approach, which was validated at the Company, incorporated fatigue dose and learning curves in a Discrete Event Simulation model. The barriers to uptake included: Time constraints, lack of technological knowledge and initial cost. The uptake facilitators were: High frequency products produced, clear value added to leadership, defects reduction and the Company being open to new technology. In addition to helping design a manual assembly line with fewer bottlenecks and reduce the human factors risks for the employee, the developed approach showed a 26% correlation with quality defects. Further research is recommended to identify additional human factors and their benefits.


Author(s):  
Ming Dong ◽  
Jianzhong Cha ◽  
Mingcheng E

Abstract In this paper, we realize knowledge-based discrete event simulation model’s representation, reasoning and implementation by means of object-oriented(OO) frame language. Firstly, a classes library of simulation models is built by using the OO frame language. And then, behaviours of simulation models can be generated by inference engines reasoning about knowledge base. Lastly, activity cycle diagrams can be used to construct simulation network logic models by connecting the components classes of simulation models. This kind of knowledge-based simulation models can effectively solve the modeling problems of complex and ill-structure systems.


Author(s):  
Marijana Zekić-Sušac ◽  
Adela Has ◽  
Marinela Knežević

A new teaching approach is presented which integrates observational learning through field teaching of business processes and simulation modeling in order to increase students' learning outcomes and acceptance of computer simulation technology. The teaching method, called LOSI (learning by observing, simulating, and improving), was conducted at a Croatian high education institution. The efficiency of the LOSI approach was investigated by conducting a survey based on the technology acceptance model (TAM). The indicators of ease of use, usefulness, and enjoyment in participating in LOSI were collected along with students' grades and their intention to use this technology in future work and education. The inter-relations among variables were analyzed by statistical tests. The results revealed that students find LOSI easy to use, useful in achieving learning outcomes, and highly enjoyable, while the ease of use and enjoyment is positively associated to usefulness (i.e., learning outcomes).


2021 ◽  
Author(s):  
Petrit Dode

This action research thesis aimed to: 1) develop and test a viable Discrete Event Simulation and Human Factors Modeling approach for an Ontario based telecommunication company, and 2) identify the factors that affect the uptake and application of the approach in work system design. This approach, which was validated at the Company, incorporated fatigue dose and learning curves in a Discrete Event Simulation model. The barriers to uptake included: Time constraints, lack of technological knowledge and initial cost. The uptake facilitators were: High frequency products produced, clear value added to leadership, defects reduction and the Company being open to new technology. In addition to helping design a manual assembly line with fewer bottlenecks and reduce the human factors risks for the employee, the developed approach showed a 26% correlation with quality defects. Further research is recommended to identify additional human factors and their benefits.


Author(s):  
Marijana Zekić-Sušac ◽  
Adela Has ◽  
Marinela Knežević

A new teaching approach is presented which integrates observational learning through field teaching of business processes and simulation modeling in order to increase students' learning outcomes and acceptance of computer simulation technology. The teaching method, called LOSI (learning by observing, simulating, and improving), was conducted at a Croatian high education institution. The efficiency of the LOSI approach was investigated by conducting a survey based on the technology acceptance model (TAM). The indicators of ease of use, usefulness, and enjoyment in participating in LOSI were collected along with students' grades and their intention to use this technology in future work and education. The inter-relations among variables were analyzed by statistical tests. The results revealed that students find LOSI easy to use, useful in achieving learning outcomes, and highly enjoyable, while the ease of use and enjoyment is positively associated to usefulness (i.e., learning outcomes).


2021 ◽  
Vol 33 (4) ◽  
pp. 94-124
Author(s):  
Catalin Maican ◽  
Ana-Maria Cazan ◽  
Radu Lixandroiu ◽  
Lavinia Dovleac ◽  
Maria Anca Maican

Over the recent years, online communication and collaboration applications have been extensively used in teaching, learning, and research. The aim of the present study is to evaluate the attitudes and perceptions of higher education students concerning these applications and their use in learning activities. The research was conducted on 748 Romanian students. The findings have revealed that social networks represent the main category of communication and collaboration applications used for learning purposes. Additionally, gender-induced differences have been found, as well as variances among undergraduates and graduates by several dimensions of the unified technology acceptance model, while students' learning engagement proved to mediate the relationship between personality traits, technology self-efficacy, and the use of collaboration tools. The paper also offers a comparative analysis between the students' and the academics' responses to the use of online communication and collaboration applications in the same cultural and organizational context. Practical implications are also presented.


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