Improving Decision Making Skills
through Business Simulation Gaming and Expert Systems
Alexander Fuchsberger
University of Nebraska, Omaha
[email protected]
Abstract
Business simulations as experimental learning tools
are common, but they usually train specific
predetermined aspects. Research on artificial
intelligence among business simulations is rare, and
therefore, featured in this paper. The purpose of this
research is to explore the use of business simulations
games as an experimental learning tool through a
contemporary, web-based application featuring
artificial intelligence and mobile support. An expert
system guides and advises the players, while they
manage their virtual business in a competitive market
against other participants. The core element is the
design process of an artifact, based on the Design
Science methodology. The training and learning
effects on the participants are observed via the
artifact itself in a series of experiments and an
additional survey. Twenty-six students in Austria
were chosen as the sample group to reveal and
measure the improvements in decision making,
experimental learning capabilities and the biasing
ability of the artificial intelligence.
1. Introduction
Today the decision-making process within
organizations is increasingly complex. All decision
makers in businesses require basic understanding of
organizational structure and how business elements
influence each other. In universities effective work is
done by providing students with the necessary
knowledge about business concepts like production
optimization, marketing, strategies, human resource
management, and so on. But the theoretical
knowledge is rarely put to practice. Avramenko [1]
finds that the educational process in business schools
fails to equip students with employability skills.
Business simulation games encourage teamwork
and decision-making, in a risk-free environment [2].
Players develop a holistic view of the business, they
learn that sometimes alternatives have to be
considered and that losses in an early stage might
lead to higher profit in a later stage. Business games
and simulations became popular over the last 20
years; and they differ in complexity, focus, settings
or intentions. They are web or application-based and
can include random elements.
This research aims to design such a business
simulation, which allows multiple players to train
their management skills in a competitive
environment. No perfect utilization can be reached
only by the player’s actions; other players are
influencing the participant’s outcome as well.
Another core element of this research was to
provide a setting where an expert system can take a
substantial and useful part in such a simulation game.
The idea was to develop a virtual “mentor”, which
acts as an advisor and biases the human player in his
or her decisions. Therefore, the primary research
objectives are:
Ho ...
Agent-SSSN: a strategic scanning system network based on multiagent intellige...IJERA Editor
This article reports a development of a strategic scanning system network prototype system based on multi agent
system and ontology, called Agent-SSSN, for developing business intelligent strategies. This is a cooperative
approach to integrate the knowledge of experts in business intelligent system. The approach presented in this
chapter is targeted towards using ontologies. The use of ontologies in MAS environment enables agent to share
a common set of concept about context, expert user profiles and other domain elements while interacting with
each other. In this paper, we focus especially on the modeling of the system Multi-Agents using O-MaSE
(Organization-based Multiagent Systems Engineering Methodology) and a conceptual diagram of the ontology
database.
科技在许多层面改变了我们的生活,这里先从实际的故事来观察学习与培训方式的变化,指出当今人力发展地图上的重要方向,例如社会学习、非正式学习、效能支持、移动学习,接著探讨高管应如何管理与掌握多元样貌的学习行为,去对齐趋近组织目标。利用数据作决策在商业竞争中胜出,人力发展也应该如此。Experience API (xAPI) 就是为这目的而产生的新学习标準。目前 xAPI 实施案最多落在两大类需求: 整合跨系统的历程数据、加强销售绩效。
Technologies have changed many aspects of our society, the landscape of learning and development has been changed a lot. What are important directions on the map? What are social learning, informal learning, performance support & mobile learning and their impacts? With such paradigm shifts, you can’t manage what you don’t measure. Many business competitions are won by data-driven solutions and decisions, so shall talent development management. That led to the introduction of Experience API (xAPI).
Agent-SSSN: a strategic scanning system network based on multiagent intellige...IJERA Editor
This article reports a development of a strategic scanning system network prototype system based on multi agent
system and ontology, called Agent-SSSN, for developing business intelligent strategies. This is a cooperative
approach to integrate the knowledge of experts in business intelligent system. The approach presented in this
chapter is targeted towards using ontologies. The use of ontologies in MAS environment enables agent to share
a common set of concept about context, expert user profiles and other domain elements while interacting with
each other. In this paper, we focus especially on the modeling of the system Multi-Agents using O-MaSE
(Organization-based Multiagent Systems Engineering Methodology) and a conceptual diagram of the ontology
database.
科技在许多层面改变了我们的生活,这里先从实际的故事来观察学习与培训方式的变化,指出当今人力发展地图上的重要方向,例如社会学习、非正式学习、效能支持、移动学习,接著探讨高管应如何管理与掌握多元样貌的学习行为,去对齐趋近组织目标。利用数据作决策在商业竞争中胜出,人力发展也应该如此。Experience API (xAPI) 就是为这目的而产生的新学习标準。目前 xAPI 实施案最多落在两大类需求: 整合跨系统的历程数据、加强销售绩效。
Technologies have changed many aspects of our society, the landscape of learning and development has been changed a lot. What are important directions on the map? What are social learning, informal learning, performance support & mobile learning and their impacts? With such paradigm shifts, you can’t manage what you don’t measure. Many business competitions are won by data-driven solutions and decisions, so shall talent development management. That led to the introduction of Experience API (xAPI).
MIST.601 Management Information SystemsResearch Project Proposal.docxannandleola
MIST.601 Management Information Systems
Research Project Proposal
Name
Ryan Schwalbe
Title
Robot Lawyers – The Future of Artificial Intelligence in Law
Synopsis
(Briefly describe your research proposal with the following criteria.)
Purpose
The purpose of this project is to discuss how artificial intelligence (AI), also referred to as machine based learning, is currently being used in the legal industry. Furthermore, the project intends to discuss the benefits of this technology in addition to the challenges clients and attorneys face both working with and against it.
Problems & Issues
One of the various issues the industry is facing with AI technology is the general adoption and implementation into traditional document review models. Many clients and senior attorneys are still hesitant to rely on computers for document review calls without the validation by human lawyers. The technology also requires a technical understanding of computer science and statistical methodologies used in machine based workflows, which many lawyers do not have experience in. AI methods can also reduce the number of human attorneys necessary to facilitate electronic document reviews. As the technology continues to evolve this could potentially create a drought for attorneys that would have otherwise been needed for the review work.
Organizational Impacts
It’s already been proven that large scale document reviews leveraging AI software can significantly reduce the legal spend when compared to traditional search term and linear based human review models. Courts are now more accepting of this approach due mostly to the controversy surrounding e-discovery related costs proportional to the financial damage merits of many law suits. The technology has also been proven to increase the accuracy and consistency of document reviews which reduce the associated risks of missing key documents and producing sensitive privilege materials inadvertently.
Suggestions
Companies, law firms and governing bodies alike need to continue evaluating the needs and uses of this learning technology for practical legal applications. Currently, there are many private vendor companies with expertise in this area but the lack of standardizations in the industry has created a diverse range of AI software and practices which has in turn has caused confusion through complexity. Industry standard practices should be developed so that training can be standardized, implemented and adopted across the legal community more rapidly.
Future Implications & Directions
As the AI technology in legal review continues to develop the need for human review and even second level validation will continue to decrease. Courts will become more accepting of the process and corporate clients will be less tolerant of expensive, bloated document review costs. Attorneys will need to be armed with both the legal and technical knowledge necessary in order to stay relevant in next generation law firms.
Other ...
Review on gamification in children computer interaction (CCI) for persona mod...journalBEEI
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.
Machine learning based recommender system for e-commerceIAESIJAI
Nowadays, e-commerce is becoming an essential part of business for many reasons, including the simplicity, availability, richness and diversity of products and services, flexibility of payment methods and the convenience of shopping remotely without losing time. These benefits have greatly optimized the lives of users, especially with the technological development of mobile devices and the availability of the Internet anytime and anywhere. Because of their direct impact on the revenue of e-commerce companies, recommender systems are considered a must in this field. Recommender systems detect items that match the customer's needs based on the customer's previous actions and make them appear in an interesting way. Such a customized experience helps to increase customer engagement and purchase rates as the suggested items are tailored to the customer's interests. Therefore, perfecting recommendation systems that allow for more personalized and accurate item recommendations is a major challenge in the e-marketing world. In our study, we succeeded in developing an algorithm to suggest personal recommendations to customers using association rules via the Frequent-Pattern-Growth algorithm. Our technique generated good results with a high average probability of purchasing the next product suggested by the recommendation system.
AN EXPERT GAMIFICATION SYSTEM FOR VIRTUAL AND CROSS-CULTURAL SOFTWARE TEAMScsandit
Gamification is the concept of applying game elements in non-game context platforms to motivate people to participate in planned activities to achieve goals.
Gamification has been applied to academic fields including software engineering (SE) in recent years. Many gamification implementations in SE have been ad hoc and lacked standardized guidelines. This paper introduces a new concept of building an expert gamification system(EGS) to provide guidelines for the implementation of gamification for virtual and cross cultural software teams (VCCST). The system will extend the core of a regular expert system to include gamification tools, a supplementary database, and an expert knowledge source. The cross-cultural data for the EGS contains the Hofstede's cultural dimensions (HCD).
As more and more VCCST are formed in recent years, many issues have been raised in those teams stemming from miscommunication and cultural conflicts. This paper uses the EGS to help resolve the issues in VCCST.
An Expert Gamification System for Virtual and Cross-Cultural Software Teamscscpconf
Gamification is the concept of applying game elements in non-game context platforms to
motivate people to participate in planned activities to achieve goals.
Gamification has been applied to academic fields including software engineering (SE) in recent
years. Many gamification implementations in SE have been ad hoc and lacked standardized
guidelines. This paper introduces a new concept of building an expert gamification system
(EGS) to provide guidelines for the implementation of gamification for virtual and cross
cultural software teams (VCCST). The system will extend the core of a regular expert system to
include gamification tools, a supplementary database, and an expert knowledge source. The
cross-cultural data for the EGS contains the Hofstede's cultural dimensions (HCD).
As more and more VCCST are formed in recent years, many issues have been raised in those
teams stemming from miscommunication and cultural conflicts. This paper uses the EGS to
help resolve the issues in VCCST.
An Exploratory Study on the Practices of Knowledge Management in Software Dev...ijcnes
This study explores the current trends of knowledge management system and its practices in software development organizations. This Paper identifies the approaches towards KM for knowledge acquisition, representation and sharing. Application of KM practices in the software development work are stated and analyzed. These Case studies shows current KM practices and KM implementations that are followed in software development organizations. And also specifies the KT activities involved in Knowledge sharing. Organizations follow either codification or personalization [1] strategy. Most of the Organizations mix and match the KT techniques from the KM strategies and follow their own strategy according to their convenience. Here, to implement KM strategies, how KM portals and KM systems are utilized for shortening the skill gaps among employees is also mentioned. These findings identified that organizations understand the need of knowledge sharing but knowledge acquisition, representation and sharing is not organized clearly. Few organizations are successful in knowledge management implementation.
Evaluation of Digital Data Effect on Computer Based Idea GenerationEswar Publications
Organizations and businesses that do their best over long term are those who are the most creative and innovative. In order to achieve this, in today’s business world, organizational creativity and employees idea generation became one of the most important and essential elements for success and survival. At the same time, the world is faced with a phenomenon known as digital data that may appear in various forms. Most employees in the business world use digital data on their organizational computer systems and these digital data always affect them. This study intends to investigate the relation between digital data and computer-based idea generation.
Target population is Iranian computer users that work with organizational computer systems. The sample used in this empirical study includes 1270 Iranian organizational computer users. Data gathering is done by questionnaire and answers were designed with Likert Scale. The sampling technique is cluster and random together, the statistical Software SPSS 23.0 is used for Pearson correlation and investigate hypothesis, and finally the method used was library and field study. The findings show that textual, audio and visual digital data have a positive and meaningful relationship with employees’ computer-based creative idea generation. The contribution of this paper is suggesting that certain digital data parameters are important to drive the creativity. The results presented in this paper can be useful for the competitive advantage of organizations and their survival in today’s dynamic and complex business environment.
Content validity study: a gamification model to drive behavior change in defe...IJECEIAES
Gamification refers to transforming the environment to become more game-like to produce a positive experience. In this study, the researchers developed a gamification model, namely the GAMEBC model, to drive behavior change through a health awareness campaign in defeating the coronavirus disease 2019 (COVID-19) pandemic. The GAMEBC model was developed based on the self-determination theory (SDT) and gamification design literature. The GAMEBC model in this study involves four elements: competence, relatedness, autonomy, and engagement. Each element includes criteria that drive behavior change in health awareness campaigns. However, studies that validated the gamification model elements are limited, specifically to drive behavior change. Therefore, the content validity of the GAMEBC model instrument was carried out, and the analysis was based on thirteen expert reviews. The mean value and inter-rater agreement approach were implemented to examine the content validity ratio (CVR), item content validity index (I-CVI), and scale content validity index (S-CVI). The expert evaluation approach was implemented to review the GAMEBC model in terms of relevance and clarity. The data were analyzed using descriptive analysis. As a result of this work, we formulated an instrument that can be used to model and measure behavior change through the gamification approach in health awareness campaigns.
Week 10 Term Paper SubmissionIf you are using the Blackboard Mobil.docxsheronlewthwaite
Week 10 Term Paper Submission
If you are using the Blackboard Mobile Learn IOS App, please click "View in Browser."
Click the link above to submit your assignment.
Students, please view the "Submit a Clickable Rubric Assignment" in the Student Center.
Instructors, training on how to grade is within the Instructor Center.
Term Paper Project: Designing a Secure Network
Due Week 10 and worth 190 points
This term paper involves putting together the various concepts learned throughout this course. You are tasked with designing the most secure network possible, keeping in mind your goal of supporting three (3) IT services: email, file transfer (centralized), and VPN. Your first step is to design a single network capable of supporting there three (3) different services. Once you have fully designed your network, you will need to provide three (3) workflow diagrams explaining how your designed network handles the three (3) different transactions. The first is an internal user sending an email using his / her corporate email address to a user on the Yahoo domain with an arbitrary address of
[email protected]
The second workflow diagram should show a user initiating an FTP session from inside your network to the arbitrary site of ftp.netneering.com. The third workflow is an externally located employee initiating a VPN session to corporate in order to access files on the Windows desktop computer, DT-Corp534-HellenS, at work.
Write a ten to fifteen (10-15) page paper in which you complete the following three (3) Parts. Note: Please use the following page breakdown to complete your assignment:
Overall network diagram: One (1) page
Datapath diagrams: Three (3) pages (one for each diagram)
Write-up: six to ten (6-10) pages
Part 1
Using Microsoft Visio or its open source alternative, create a diagram showing the overall network you’ve designed from the user or endpoint device to the Internet cloud, and everything in between, in which you:
Follow the access, core, distribution layer model.
Include at a minimum:
Authentication server (i.e. Microsoft Active Directory)
Routers
Switches (and / or hubs)
Local users
Remote users
Workstations
Files share (i.e. CIFS)
Mail server
Web servers (both internal and external)
Firewalls
Internet cloud
Web proxy
Email proxy
FTP server (for internal-to-external transport)
Explain each network device’s function and your specific configuration of each networking device.
Design and label the bandwidth availability or capacity for each wired connection.
Part 2
Using Microsoft Visio or its open source alternative, create a Datapath Diagram for the following scenario:
Local user sends email to a Yahoo recipient. Local (corporate) user having email address
[email protected]
sends an email to
[email protected]
Document and label the diagram showing protocols and path of the data flow as data traverses through your network from source to destination.
Include path lines with arrows showing directions and layer 1, 2, 3, 4, 5, 6, .
Week 11 Question SetRoper v. SimmonsREAD THE ENTIRE CA.docxsheronlewthwaite
Week 11 Question Set:
Roper v. Simmons
:
READ THE ENTIRE CASE otherwise the sections I picked may not make complete sense to you!!!
Brief these sections of Justice Kennedy’s majority opinion:
III A
III B
Miller v. Alabama:
READ THE ENTIRE CASE otherwise the sections I picked may not make complete sense to you!!!
Brief these sections of Justice Kagan’s majority opinion:
II
IV
.
Week 11 (On the day you have class during this week) Population .docxsheronlewthwaite
Week 11 (On the day you have class during this week): Population
Select topic # 1 or topic # 2 below and write one page in which you briefly provide your answer: Topic # 1: Do you think rapid global population growth is cause for alarm? If not, why not? If so, what aspects of global population growth are specifically worrisome? What should be done about them? Answers will vary by student and may include references to Malthus and theory (pp. 502
–
504), demographic transition theory (pp. 505
–
507), population and social inequality (pp. 507
–
508), class inequality and overpopulation (p. 509), and urbanization (pp. 510
–
519).
Topic # 2: Do you think of the city mainly as a place of innovation and tolerance or mainly as a site of crime, prejudice, and anomie? Where does your image of the city come from? Your own experience? The mass media? Your sociological reading?
Answers will vary by student and may include references to text information on urbanization (pp. 510
–
519).
1 page 500 words
.
Week 10 Assignment 3 - Submit Here
Students
, please view the "Submit a Clickable Rubric Assignment" in the Student Center.
Instructors
, training on how to grade is within the Instructor Center.
Assignment 3: Cultural Activity Report
Due Week 10 and worth 100 points
As a way of experiencing the Humanities beyond your classroom, computer, and textbook, you are asked to do a certain type of “cultural activity” that fits well with our course and then report on your experience. Your instructor will require you to propose an activity and get instructor approval before you do it and report on it (students should look for any instructions in that respect). Every effort should be made to ensure that this is a hands-on experience (not a virtual one), that this activity fits the HUM111 class well, and that the activity is of sufficient quality for this university course. The two key types of activities are a museum visit or a performance. NOTE: This must not be a report on the same activity (and certainly not the same report) as done for another class, like HUM112. For instance, one might go to the same museum as done for HUM112, but this HUM111 report will focus on entirely different works and displays.
Visit a museum or gallery exhibition or attend a theater or musical performance before the end of Week 10. The activity (museum or performance) should have content that fits our course well. Have fun doing this.
Write a two to three (2-3) page report (500-750 words) that describes your experience.
Clearly identify the event location, date attended, the attendees, and your initial reaction upon arriving at the event.
Provide specific information and a description of at least two (2)
pieces
(e.g. art, exhibits, music, etc.).
Provide a summary of the event and describe your overall reaction after attending the event.
Use at least the class text as a reference (additional sources are fine, not necessary unless required by your content). Your report should include connections you make between things observed in your activity and things learned in the course and text.
Note
: Submit your cultural activity choice to the instructor for approval before the end of Week 5 (earlier is even better). Look for guidance from the instructor for how or where to make your proposal. You may also seek advice from your instructor (provide your town/state or zip code) for a good activity in your general area.
Visiting a Museum
It makes sense to approach a museum the way a seasoned traveler approaches visiting a city for the first time. Find out what there is available to see. In the museum, find out what sort of exhibitions are currently housed in the museum and start with the exhibits that interest you.
If there is a travelling exhibition, it’s always a good idea to see it while you have the chance. Then, if you have time, you can look at other things in the museum.
Every effort should be made ahead of time to identify a museum that has items and works one can e.
Week 1 - Discussion 2
The Industrial Revolution
Background: In the last quarter of the 19th Century, the Industrial Revolution was in full swing; however, with the business boom came a number of concerns, including corporate influence in politics and waves of immigration, as well as a middle class in apparent decline. These developments seemed to threaten to alter the character of American society as new technologies introduced new social problems, as well as offering new opportunities. The rise of captains of industry (or robber barons), with their sway of politicians, created a widespread feeling among common Americans that they had had lost control of their government.
Required Source:
The American Industrial Revolution
from the Films on Demand database in the Ashford University Library.
Instructions: Based on your textbook and the assigned video, analyze how the revolutionary nature of this period impacted either Native Americans, immigrants, or farmers, using the following questions as the basis of your analysis:
What were the most revolutionary social and economic developments of the last quarter of the nineteenth century?
How did the group of Americans you chose to examine respond to those changes, and how effective were their responses?
What role did government play in these developments?
Your initial post should be at least 250 words in length. Support your claims with examples from the required material(s) and properly cite any references. You may use additional scholarly sources to support your points if you choose. Your references and citations must be formatted according to APA style as outlined by the Ashford Writing Center.
.
Week 1 System and Application Overview An overview of the system.docxsheronlewthwaite
Week 1: System and Application Overview:
An overview of the system or software application an intended users
Week 1: Requirements Specification:
Detailed requirements specification with both functional and nonfunctional requirements
Week 2: System and Application Design:
A high-level design in the form of use cases and detailed design models utilizing computer-aided software engineering (CASE) tools to represent the data, processes, and interfaces
Week 3: Test and Quality Assurance Plan:
A test and quality assurance plan that included the various tests and quality control measures that need to be taken into consideration
Week 4: Development Strategy:
A development strategy that weighs make versus buy or insourcing versus outsourcing acquisition strategies
Integration and Deployment Plan
Develop an overall work breakdown structure (WBS) for the 7 system development life cycle (SDLC) phases:
Preliminary Analysis
System Analysis or Requirements Definition
System Design
Development
Integration and Testing
Acceptance, Installation, and Deployment
Operation Support and Maintenance
.
More Related Content
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MIST.601 Management Information SystemsResearch Project Proposal.docxannandleola
MIST.601 Management Information Systems
Research Project Proposal
Name
Ryan Schwalbe
Title
Robot Lawyers – The Future of Artificial Intelligence in Law
Synopsis
(Briefly describe your research proposal with the following criteria.)
Purpose
The purpose of this project is to discuss how artificial intelligence (AI), also referred to as machine based learning, is currently being used in the legal industry. Furthermore, the project intends to discuss the benefits of this technology in addition to the challenges clients and attorneys face both working with and against it.
Problems & Issues
One of the various issues the industry is facing with AI technology is the general adoption and implementation into traditional document review models. Many clients and senior attorneys are still hesitant to rely on computers for document review calls without the validation by human lawyers. The technology also requires a technical understanding of computer science and statistical methodologies used in machine based workflows, which many lawyers do not have experience in. AI methods can also reduce the number of human attorneys necessary to facilitate electronic document reviews. As the technology continues to evolve this could potentially create a drought for attorneys that would have otherwise been needed for the review work.
Organizational Impacts
It’s already been proven that large scale document reviews leveraging AI software can significantly reduce the legal spend when compared to traditional search term and linear based human review models. Courts are now more accepting of this approach due mostly to the controversy surrounding e-discovery related costs proportional to the financial damage merits of many law suits. The technology has also been proven to increase the accuracy and consistency of document reviews which reduce the associated risks of missing key documents and producing sensitive privilege materials inadvertently.
Suggestions
Companies, law firms and governing bodies alike need to continue evaluating the needs and uses of this learning technology for practical legal applications. Currently, there are many private vendor companies with expertise in this area but the lack of standardizations in the industry has created a diverse range of AI software and practices which has in turn has caused confusion through complexity. Industry standard practices should be developed so that training can be standardized, implemented and adopted across the legal community more rapidly.
Future Implications & Directions
As the AI technology in legal review continues to develop the need for human review and even second level validation will continue to decrease. Courts will become more accepting of the process and corporate clients will be less tolerant of expensive, bloated document review costs. Attorneys will need to be armed with both the legal and technical knowledge necessary in order to stay relevant in next generation law firms.
Other ...
Review on gamification in children computer interaction (CCI) for persona mod...journalBEEI
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.
Machine learning based recommender system for e-commerceIAESIJAI
Nowadays, e-commerce is becoming an essential part of business for many reasons, including the simplicity, availability, richness and diversity of products and services, flexibility of payment methods and the convenience of shopping remotely without losing time. These benefits have greatly optimized the lives of users, especially with the technological development of mobile devices and the availability of the Internet anytime and anywhere. Because of their direct impact on the revenue of e-commerce companies, recommender systems are considered a must in this field. Recommender systems detect items that match the customer's needs based on the customer's previous actions and make them appear in an interesting way. Such a customized experience helps to increase customer engagement and purchase rates as the suggested items are tailored to the customer's interests. Therefore, perfecting recommendation systems that allow for more personalized and accurate item recommendations is a major challenge in the e-marketing world. In our study, we succeeded in developing an algorithm to suggest personal recommendations to customers using association rules via the Frequent-Pattern-Growth algorithm. Our technique generated good results with a high average probability of purchasing the next product suggested by the recommendation system.
AN EXPERT GAMIFICATION SYSTEM FOR VIRTUAL AND CROSS-CULTURAL SOFTWARE TEAMScsandit
Gamification is the concept of applying game elements in non-game context platforms to motivate people to participate in planned activities to achieve goals.
Gamification has been applied to academic fields including software engineering (SE) in recent years. Many gamification implementations in SE have been ad hoc and lacked standardized guidelines. This paper introduces a new concept of building an expert gamification system(EGS) to provide guidelines for the implementation of gamification for virtual and cross cultural software teams (VCCST). The system will extend the core of a regular expert system to include gamification tools, a supplementary database, and an expert knowledge source. The cross-cultural data for the EGS contains the Hofstede's cultural dimensions (HCD).
As more and more VCCST are formed in recent years, many issues have been raised in those teams stemming from miscommunication and cultural conflicts. This paper uses the EGS to help resolve the issues in VCCST.
An Expert Gamification System for Virtual and Cross-Cultural Software Teamscscpconf
Gamification is the concept of applying game elements in non-game context platforms to
motivate people to participate in planned activities to achieve goals.
Gamification has been applied to academic fields including software engineering (SE) in recent
years. Many gamification implementations in SE have been ad hoc and lacked standardized
guidelines. This paper introduces a new concept of building an expert gamification system
(EGS) to provide guidelines for the implementation of gamification for virtual and cross
cultural software teams (VCCST). The system will extend the core of a regular expert system to
include gamification tools, a supplementary database, and an expert knowledge source. The
cross-cultural data for the EGS contains the Hofstede's cultural dimensions (HCD).
As more and more VCCST are formed in recent years, many issues have been raised in those
teams stemming from miscommunication and cultural conflicts. This paper uses the EGS to
help resolve the issues in VCCST.
An Exploratory Study on the Practices of Knowledge Management in Software Dev...ijcnes
This study explores the current trends of knowledge management system and its practices in software development organizations. This Paper identifies the approaches towards KM for knowledge acquisition, representation and sharing. Application of KM practices in the software development work are stated and analyzed. These Case studies shows current KM practices and KM implementations that are followed in software development organizations. And also specifies the KT activities involved in Knowledge sharing. Organizations follow either codification or personalization [1] strategy. Most of the Organizations mix and match the KT techniques from the KM strategies and follow their own strategy according to their convenience. Here, to implement KM strategies, how KM portals and KM systems are utilized for shortening the skill gaps among employees is also mentioned. These findings identified that organizations understand the need of knowledge sharing but knowledge acquisition, representation and sharing is not organized clearly. Few organizations are successful in knowledge management implementation.
Evaluation of Digital Data Effect on Computer Based Idea GenerationEswar Publications
Organizations and businesses that do their best over long term are those who are the most creative and innovative. In order to achieve this, in today’s business world, organizational creativity and employees idea generation became one of the most important and essential elements for success and survival. At the same time, the world is faced with a phenomenon known as digital data that may appear in various forms. Most employees in the business world use digital data on their organizational computer systems and these digital data always affect them. This study intends to investigate the relation between digital data and computer-based idea generation.
Target population is Iranian computer users that work with organizational computer systems. The sample used in this empirical study includes 1270 Iranian organizational computer users. Data gathering is done by questionnaire and answers were designed with Likert Scale. The sampling technique is cluster and random together, the statistical Software SPSS 23.0 is used for Pearson correlation and investigate hypothesis, and finally the method used was library and field study. The findings show that textual, audio and visual digital data have a positive and meaningful relationship with employees’ computer-based creative idea generation. The contribution of this paper is suggesting that certain digital data parameters are important to drive the creativity. The results presented in this paper can be useful for the competitive advantage of organizations and their survival in today’s dynamic and complex business environment.
Content validity study: a gamification model to drive behavior change in defe...IJECEIAES
Gamification refers to transforming the environment to become more game-like to produce a positive experience. In this study, the researchers developed a gamification model, namely the GAMEBC model, to drive behavior change through a health awareness campaign in defeating the coronavirus disease 2019 (COVID-19) pandemic. The GAMEBC model was developed based on the self-determination theory (SDT) and gamification design literature. The GAMEBC model in this study involves four elements: competence, relatedness, autonomy, and engagement. Each element includes criteria that drive behavior change in health awareness campaigns. However, studies that validated the gamification model elements are limited, specifically to drive behavior change. Therefore, the content validity of the GAMEBC model instrument was carried out, and the analysis was based on thirteen expert reviews. The mean value and inter-rater agreement approach were implemented to examine the content validity ratio (CVR), item content validity index (I-CVI), and scale content validity index (S-CVI). The expert evaluation approach was implemented to review the GAMEBC model in terms of relevance and clarity. The data were analyzed using descriptive analysis. As a result of this work, we formulated an instrument that can be used to model and measure behavior change through the gamification approach in health awareness campaigns.
Week 10 Term Paper SubmissionIf you are using the Blackboard Mobil.docxsheronlewthwaite
Week 10 Term Paper Submission
If you are using the Blackboard Mobile Learn IOS App, please click "View in Browser."
Click the link above to submit your assignment.
Students, please view the "Submit a Clickable Rubric Assignment" in the Student Center.
Instructors, training on how to grade is within the Instructor Center.
Term Paper Project: Designing a Secure Network
Due Week 10 and worth 190 points
This term paper involves putting together the various concepts learned throughout this course. You are tasked with designing the most secure network possible, keeping in mind your goal of supporting three (3) IT services: email, file transfer (centralized), and VPN. Your first step is to design a single network capable of supporting there three (3) different services. Once you have fully designed your network, you will need to provide three (3) workflow diagrams explaining how your designed network handles the three (3) different transactions. The first is an internal user sending an email using his / her corporate email address to a user on the Yahoo domain with an arbitrary address of
[email protected]
The second workflow diagram should show a user initiating an FTP session from inside your network to the arbitrary site of ftp.netneering.com. The third workflow is an externally located employee initiating a VPN session to corporate in order to access files on the Windows desktop computer, DT-Corp534-HellenS, at work.
Write a ten to fifteen (10-15) page paper in which you complete the following three (3) Parts. Note: Please use the following page breakdown to complete your assignment:
Overall network diagram: One (1) page
Datapath diagrams: Three (3) pages (one for each diagram)
Write-up: six to ten (6-10) pages
Part 1
Using Microsoft Visio or its open source alternative, create a diagram showing the overall network you’ve designed from the user or endpoint device to the Internet cloud, and everything in between, in which you:
Follow the access, core, distribution layer model.
Include at a minimum:
Authentication server (i.e. Microsoft Active Directory)
Routers
Switches (and / or hubs)
Local users
Remote users
Workstations
Files share (i.e. CIFS)
Mail server
Web servers (both internal and external)
Firewalls
Internet cloud
Web proxy
Email proxy
FTP server (for internal-to-external transport)
Explain each network device’s function and your specific configuration of each networking device.
Design and label the bandwidth availability or capacity for each wired connection.
Part 2
Using Microsoft Visio or its open source alternative, create a Datapath Diagram for the following scenario:
Local user sends email to a Yahoo recipient. Local (corporate) user having email address
[email protected]
sends an email to
[email protected]
Document and label the diagram showing protocols and path of the data flow as data traverses through your network from source to destination.
Include path lines with arrows showing directions and layer 1, 2, 3, 4, 5, 6, .
Week 11 Question SetRoper v. SimmonsREAD THE ENTIRE CA.docxsheronlewthwaite
Week 11 Question Set:
Roper v. Simmons
:
READ THE ENTIRE CASE otherwise the sections I picked may not make complete sense to you!!!
Brief these sections of Justice Kennedy’s majority opinion:
III A
III B
Miller v. Alabama:
READ THE ENTIRE CASE otherwise the sections I picked may not make complete sense to you!!!
Brief these sections of Justice Kagan’s majority opinion:
II
IV
.
Week 11 (On the day you have class during this week) Population .docxsheronlewthwaite
Week 11 (On the day you have class during this week): Population
Select topic # 1 or topic # 2 below and write one page in which you briefly provide your answer: Topic # 1: Do you think rapid global population growth is cause for alarm? If not, why not? If so, what aspects of global population growth are specifically worrisome? What should be done about them? Answers will vary by student and may include references to Malthus and theory (pp. 502
–
504), demographic transition theory (pp. 505
–
507), population and social inequality (pp. 507
–
508), class inequality and overpopulation (p. 509), and urbanization (pp. 510
–
519).
Topic # 2: Do you think of the city mainly as a place of innovation and tolerance or mainly as a site of crime, prejudice, and anomie? Where does your image of the city come from? Your own experience? The mass media? Your sociological reading?
Answers will vary by student and may include references to text information on urbanization (pp. 510
–
519).
1 page 500 words
.
Week 10 Assignment 3 - Submit Here
Students
, please view the "Submit a Clickable Rubric Assignment" in the Student Center.
Instructors
, training on how to grade is within the Instructor Center.
Assignment 3: Cultural Activity Report
Due Week 10 and worth 100 points
As a way of experiencing the Humanities beyond your classroom, computer, and textbook, you are asked to do a certain type of “cultural activity” that fits well with our course and then report on your experience. Your instructor will require you to propose an activity and get instructor approval before you do it and report on it (students should look for any instructions in that respect). Every effort should be made to ensure that this is a hands-on experience (not a virtual one), that this activity fits the HUM111 class well, and that the activity is of sufficient quality for this university course. The two key types of activities are a museum visit or a performance. NOTE: This must not be a report on the same activity (and certainly not the same report) as done for another class, like HUM112. For instance, one might go to the same museum as done for HUM112, but this HUM111 report will focus on entirely different works and displays.
Visit a museum or gallery exhibition or attend a theater or musical performance before the end of Week 10. The activity (museum or performance) should have content that fits our course well. Have fun doing this.
Write a two to three (2-3) page report (500-750 words) that describes your experience.
Clearly identify the event location, date attended, the attendees, and your initial reaction upon arriving at the event.
Provide specific information and a description of at least two (2)
pieces
(e.g. art, exhibits, music, etc.).
Provide a summary of the event and describe your overall reaction after attending the event.
Use at least the class text as a reference (additional sources are fine, not necessary unless required by your content). Your report should include connections you make between things observed in your activity and things learned in the course and text.
Note
: Submit your cultural activity choice to the instructor for approval before the end of Week 5 (earlier is even better). Look for guidance from the instructor for how or where to make your proposal. You may also seek advice from your instructor (provide your town/state or zip code) for a good activity in your general area.
Visiting a Museum
It makes sense to approach a museum the way a seasoned traveler approaches visiting a city for the first time. Find out what there is available to see. In the museum, find out what sort of exhibitions are currently housed in the museum and start with the exhibits that interest you.
If there is a travelling exhibition, it’s always a good idea to see it while you have the chance. Then, if you have time, you can look at other things in the museum.
Every effort should be made ahead of time to identify a museum that has items and works one can e.
Week 1 - Discussion 2
The Industrial Revolution
Background: In the last quarter of the 19th Century, the Industrial Revolution was in full swing; however, with the business boom came a number of concerns, including corporate influence in politics and waves of immigration, as well as a middle class in apparent decline. These developments seemed to threaten to alter the character of American society as new technologies introduced new social problems, as well as offering new opportunities. The rise of captains of industry (or robber barons), with their sway of politicians, created a widespread feeling among common Americans that they had had lost control of their government.
Required Source:
The American Industrial Revolution
from the Films on Demand database in the Ashford University Library.
Instructions: Based on your textbook and the assigned video, analyze how the revolutionary nature of this period impacted either Native Americans, immigrants, or farmers, using the following questions as the basis of your analysis:
What were the most revolutionary social and economic developments of the last quarter of the nineteenth century?
How did the group of Americans you chose to examine respond to those changes, and how effective were their responses?
What role did government play in these developments?
Your initial post should be at least 250 words in length. Support your claims with examples from the required material(s) and properly cite any references. You may use additional scholarly sources to support your points if you choose. Your references and citations must be formatted according to APA style as outlined by the Ashford Writing Center.
.
Week 1 System and Application Overview An overview of the system.docxsheronlewthwaite
Week 1: System and Application Overview:
An overview of the system or software application an intended users
Week 1: Requirements Specification:
Detailed requirements specification with both functional and nonfunctional requirements
Week 2: System and Application Design:
A high-level design in the form of use cases and detailed design models utilizing computer-aided software engineering (CASE) tools to represent the data, processes, and interfaces
Week 3: Test and Quality Assurance Plan:
A test and quality assurance plan that included the various tests and quality control measures that need to be taken into consideration
Week 4: Development Strategy:
A development strategy that weighs make versus buy or insourcing versus outsourcing acquisition strategies
Integration and Deployment Plan
Develop an overall work breakdown structure (WBS) for the 7 system development life cycle (SDLC) phases:
Preliminary Analysis
System Analysis or Requirements Definition
System Design
Development
Integration and Testing
Acceptance, Installation, and Deployment
Operation Support and Maintenance
.
Week 1 DQOne objective of this course is learning how to cor.docxsheronlewthwaite
Week 1 DQ
One objective of this course is learning how to correctly interpret statistical measures. This includes learning how to identify intentionally misleading statistics. For this week's activity create your own example of a misleading statistic. Explain the context of the data, the source of the data, the sampling method that you used (or would use) to collect the data, and the (misleading) conclusions that would be drawn from your example. Be specific in explaining how the statistic is misleading.
500 hundred words one page
.
Week 1 - AssignmentDo the followingA corporation is created b.docxsheronlewthwaite
Week 1 - Assignment
Do the following:
A corporation is created by state issuing a charter upon the application of individuals known as incorporators. As a creature of state legislative bodies, the corporation is more complex to create and operate than other forms of businesses.
Write a one page essay describing the advantages and disadvantages of forming a corporation. Also, outline the complexities of creating a corporation.
In a Word document, you will want to save your essay file as ‘Week 1_Assignment_Your Name’ and submit the file for grading.
.
Weather Forecast Assignment Objective create a weather map.docxsheronlewthwaite
Weather Forecast Assignment
Objective: create a weather map and
entertaining weather forecast for 4 areas. Be as creative as possible with
your dialog. Assume this map/weather is late summer.
Criteria for your weather map:
1.
Draw two midlatitude cyclones. One occluding over the
Great Lakes and one mature over the Colorado region
2.
Write a weather forecast for the areas along the warm front
(1), cold front (2), cut off low (3), and (4) occlusion (number
1,2,3,4 and write forecast on the back)
3.
Show station models for at least 8 cities (dew point, temp,
wind vane, cloud cover, wind speed, and pressure)
4.
Draw isobars around each midlatitude cyclone and across
the US
.
Weak ties are valuable parts of a social network becausea.it is.docxsheronlewthwaite
Weak ties are valuable parts of a social network because:
a.
it is easier to sever them if a friendship doesn't blossom smoothly.
b.
it is easier to exert power over those to which we have such ties.
c.
they are more likely to introduce us to new information and ideas.
d.
we do not have to invest as much energy in maintaining them.
.
We have read and watched, in the two You Tube clips from the.docxsheronlewthwaite
We have read and watched, in the two You Tube clips from the Judaism and Christianity chapters, that monotheistic proselytizing religions have often been blamed for colonizing or destroying indigenous and foreign religions. Today, most of the world's monotheists live in countries that were once colonized by Portugal, France, Britain, Spain, Germany or other European countries. Because of this history, some critics of monotheism have argued that monotheistic religions are bad neighbors to other religions. Your task in this prompt is to reflect on this critique in light of what we have read about the history, practice, and teachings of Monotheistic faiths.
Writing Prompt:
Based on the readings and the YouTube clips we have watched explain whether or or not the teachings and practices of monotheistic faiths are helpful resources for becoming neighbors with the other non-monotheistic faiths we have studied? Explain why or why not.
Organizational Guidelines:
Introduction:
Introduce the position you are taking and clearly explain in a sentence or two why you are taking the position.
Paragraph One:
Discuss the historical events, practices or teachings that you think make monotheistic religion a good neighbor or a bad neighbor. (Be sure to use information from Brodd text and YouTube clips.)
Paragraph Two:
Expound on what you have articulated in paragraph one or present other relevant historical, events, or teachings.
*Note: You may not see a need to take two paragraphs here if not continue to the next point.
Paragraph Two or Three:
Discuss what monotheist stand to learn from other religions, which we have read, that could make them better neighbors. Or, if you think Christians are good neighbors discuss what you think the other religions we have read could learn from monotheism.(Expound on this point as you see fit.)
*Note: Choose only one or two religions here. You do not need to discuss all of the religions we have read. You also could choose to group the religions if you find they hold one thing in common that is distinct from monotheistic faith.
Paragraph Four: Conclusion
Restate and summarize your argument. Discuss what you think is the future for monotheism as it is faced with coming to terms with an awareness of religious diversity.
Word Processing Guidelines
1. 12pt font
2. 1 inch margins
3. 800 words maximum
4. For referencing please use the parenthetical format
Examples: (Brodd, 23); (YouTube, Judaism); or (YouTube, Christianity).
Helpful Guiding Questions:
What events or concepts in the history and practice of monotheism do you think make it susceptible to dominating the religions of its neighbors?
What events or concepts in the history and practice of monotheism make it the ideal neighbor to other religions?
What might monotheists learn, from the religions we have read, that might make Christians better neighbors to the world's religions? Or, what can Christians teach practitioners of the religions we have read so far that might make.
Web Site Project 1 Purpose The purpose of this project is to .docxsheronlewthwaite
Web Site Project 1
Purpose:
The purpose of this project is to demonstrate the ability to implement basic HTML code to create a simple three-page web site that displays text and links, and to properly validate the code and publish the site to the Web.
Instructions:
Create a three-page website about your favorite city. The home page should introduce the user to the city and why it is your favorite; then, briefly explain what the rest of the site contains. Page two should give general information about the city – a brief history/general information and current demographical statistics. Finally, the third page should display information about attractions, tourism, etc.
Requirements:
Your web site must demonstrate effective use of the basic HTML code from chapter 2. In order to complete
Web Site Project 1
, each page must include, at a minimum:
a properly coded head section
o
include an appropriate title to display in the title bar
a body section that demonstrates effective use of
o
heading 1 and heading 2 elements
o
paragraph and/or blockquote elements
o
line break element
o
unordered, ordered, or description lists
at least
two
different lists should be used, but not necessarily on
the same page
o
div and anchor elements
divs should be used to indicate “divisions” between sections of a web page, and create white space; for example, between the heading, navigation, content, and footer
anchor elements should be used to construct relative, absolute, and email links
o
bold and italicize phrase elements
navigation and external links
o
create navigation links to link your web pages
o
link to at least four other web sites that pertain to your favorite city
NOTE:
the external links do not have to be on every page and
cannot
include the site(s) you used for research
•
email and copyright information
o
include the text
Questions? Contact
with a link to your email address
o
include the word
Copyright
and the copyright symbol (note: the symbol
must use the appropriate code)
o
must include links to at least two online sources
o
this information must display on every page
.
Web QuizAssignment Name Web Field Trip Military Industrial Com.docxsheronlewthwaite
Web Quiz
Assignment Name:
Web Field Trip: Military Industrial Complex
Title:
Military Industrial Complex
Introduction:
World War II and then the Cold War increased the annual budget of the United States dramatically in the two decades from 1940 to 1960. During this period, the United States went from a reluctant participant in Western European culture to the military protector of Western Europe. The increase in the money spent on the military had enormous implications not only for the role of the United States in geopolitics, but also for the viability of democratic institutions within the United States. As members of congress became increasingly beholden to military contractors who supplied jobs in their congressional districts, the nature of politics in the United States changed significantly. In 1960, republican president Dwight Eisenhower called attention to what he originally labeled the military-industrial-congressional complex, a phrase that he later shortened to simply the military industrial complex.
To read Eisenhower's warning, see the following site.
Activity
Visit this URL:
Military-Industrial Complex Speech, Dwight D. Eisenhower, 1961
Instructions:
Answer the following questions in the fields below.
1.
Why was Eisenhower a particularly well informed person on this subject?
2.
How did Eisenhower feel about the escalating costs of warfare?
3.
What were the implications of leaving this issue alone?
Web Quiz
Assignment Name:
The Port Huron Statement of the Students for a Democratic Society (1962)
Title:
The Port Huron Statement of the Students for a Democratic Society (1962)
Introduction:
The Port Huron statement was issued by a meeting of the Students for a Democratic Society (SDS) convention in Port Huron, Michigan, held on June 11-15, 1962. Largely written by Tom Hayden, the statement proclaims that young people are breaking away from the conservatism bred by the Cold War, frightened by the prospect of nuclear war, and alienated from American society by the falsehoods they have been told. The statement lays out the ways the New Left movement will create a grass-roots "participatory democracy," able to reconnect the public with American politics.
Visit URL:
The Port Huron Statement of the Students for a Democratic Society (1962)
Instructions:
After reading the introduction and the primary source provided, answer the questions below.
What does the statement say about African Americans and civil rights?
What concerns are raised about poverty in the United States?
What economic changes are called for?
What are the key components of participatory democracy?
Why are the demands of the Port Huron Statement considered on the liberal/left end of the political spectrum?
.
Web Technology PresentationSubmit a presentation for the CIO. Your.docxsheronlewthwaite
Web Technology Presentation
Submit a presentation for the CIO. Your presentation should address in detail the requirements for changing the database to a web-based architecture. Your CIO is interesting in knowing whether it is cost effective to use the cloud as an alternative for storing data. Explore additional options such as hosted SQL servers, SaaS providers, cloud deployment models, and the security implications.
To help the CIO make an informed decision, discuss the steps required to determine whether a web solution is appropriate and viable.
it should be 3-4 pages and tunitin free
.
We normally think of the arts as very different from technologies in.docxsheronlewthwaite
We normally think of the arts as very different from technologies in spite of the fact that art (with perhaps a few exceptions) is practiced with the help of technology. This practice creates interdependence between technology and art. To what extent does art respond to, or is shaped by, the technology that enables it? To what extent have advanced and accessible digital technologies, such as websites, digital photography, and YouTube, changed the relationship between art and technology? Are these technologies reshaping our attitudes toward artists?
.
Web Discussion and Assignment #41 page is Web Discussion with this.docxsheronlewthwaite
Web Discussion and Assignment #4
1 page is Web Discussion with this requirements.
2 page assignment #4 more later send info.
1 page Web Discussion Post
Take Christian Smith's subcultural identity theory and discuss it in terms of some example from your own life. Think of the sub-cultures in your own life that you belong to. It can be anything -- any kind of group or collective identity. Examples include fans of a particular sub-genre of music or fiction or art or sports team, participation in a sorority or fraternity, a religious group, a political group, etc. It doesn’t have to be a group that you belong to explicitly, just other people that you might identify with in some way or another.
Once you have a group in mind, talk about the symbolic things about this group that create a sense of collective identity. Smith talks about evangelical Christianity as creating strong symbolic boundaries through the unique beliefs and practices of their religion. But you could also think of this as much more simple practices. For example, if I wanted to write about being a University of Arizona football fan, I could talk about the practice of wearing clothing that identifies me as part of that group. Or I could talk about going to pep rallys or tailgating events where I can interact socially with other members of that group.
The key to applying the subcultural identity theory to understand culture, is to identify the ways in which different sub-cultures create symbolic boundaries that enable collective identity.
.
Web Application SeurityAs the Information Systems Security Offic.docxsheronlewthwaite
Web Application Seurity
As the Information Systems Security Officer for your large health care company, you have been assigned the task of implementing Web security. Determine how you would implement security to eliminate single points of failure.
Describe the implementation of Secure Sockets Layer (SSL) in support of Hypertext Transfer Protocol Secure (HTTPS). Assess how you are assured that your browser is secure. Determine if the user data truly is protected or this is a false sense of security. Give an example of SSL being compromised.
.
We use computers and electronic systems to run and store just about .docxsheronlewthwaite
We use computers and electronic systems to run and store just about everything. Personal computers and the Internet are now included as part of the Department of Homeland Security's cybersecurity issues.
Cybersecurity involves protecting the information by preventing, detecting, and responding to attacks on information that is housed in technology.
There are many levels of risks in cybersecurity, some more serious and damaging than others. Among these dangers are:
Viruses erasing the entire system.
Individuals breaking into personal computer systems and altering the systems' files.
Individuals using personal computers to attack others' computer systems.
Individuals stealing credit card information and making unauthorized purchases.
Unfortunately, there is no 100% guarantee that even with the best precautions some of these things won't happen. Risk reduction steps exist to minimize vulnerability to information.
Tasks:
Create a PowerPoint Presentation containing 6–8 slides to address the following:
Analyze and discuss the vulnerabilities and recommend what security management can do to minimize the potential of a government or private organization being at risk for cybersecurity damage.
Outline the steps you recommend and identify any impediments to successfully implementing the suggested cybersecurity program.
Support your presentation with at least three outside scholarly resources using APA in-text citations. Add detailed speaker notes for each of the slides.
.
we need to understand all six project feasibility factors. Its true.docxsheronlewthwaite
we need to understand all six project feasibility factors. It's true we need to consider all of them when beginning to plan for a system change. Why is the process of assessing project feasibility so important? What are the various methods for assessing project feasibility? When would one of them take precedence over the others
.
we have to write an essay 2 pages about Gustave Whitehead and the Wr.docxsheronlewthwaite
we have to write an essay 2 pages about Gustave Whitehead and the Wright brothers and we have to write an opinion on who do we think flew the first plane.
Did he fly before the wright brothers? You have to write both sides of the debate and then decide who is telling the truth . two pages due Thursday
Sorry I just realize I forgot to write the guys name . Gustave whitehead
Did Gustave whitehead flew before the right brothers.
.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Improving Decision Making Skills through Business Simulation.docx
1. Improving Decision Making Skills
through Business Simulation Gaming and Expert Systems
Alexander Fuchsberger
University of Nebraska, Omaha
[email protected]
Abstract
Business simulations as experimental learning tools
are common, but they usually train specific
predetermined aspects. Research on artificial
intelligence among business simulations is rare, and
therefore, featured in this paper. The purpose of this
research is to explore the use of business simulations
games as an experimental learning tool through a
contemporary, web-based application featuring
artificial intelligence and mobile support. An expert
system guides and advises the players, while they
manage their virtual business in a competitive market
against other participants. The core element is the
design process of an artifact, based on the Design
Science methodology. The training and learning
effects on the participants are observed via the
artifact itself in a series of experiments and an
additional survey. Twenty-six students in Austria
were chosen as the sample group to reveal and
measure the improvements in decision making,
experimental learning capabilities and the biasing
ability of the artificial intelligence.
2. 1. Introduction
Today the decision-making process within
organizations is increasingly complex. All decision
makers in businesses require basic understanding of
organizational structure and how business elements
influence each other. In universities effective work is
done by providing students with the necessary
knowledge about business concepts like production
optimization, marketing, strategies, human resource
management, and so on. But the theoretical
knowledge is rarely put to practice. Avramenko [1]
finds that the educational process in business schools
fails to equip students with employability skills.
Business simulation games encourage teamwork
and decision-making, in a risk-free environment [2].
Players develop a holistic view of the business, they
learn that sometimes alternatives have to be
considered and that losses in an early stage might
lead to higher profit in a later stage. Business games
and simulations became popular over the last 20
years; and they differ in complexity, focus, settings
or intentions. They are web or application-based and
can include random elements.
This research aims to design such a business
simulation, which allows multiple players to train
their management skills in a competitive
environment. No perfect utilization can be reached
only by the player’s actions; other players are
influencing the participant’s outcome as well.
Another core element of this research was to
3. provide a setting where an expert system can take a
substantial and useful part in such a simulation game.
The idea was to develop a virtual “mentor”, which
acts as an advisor and biases the human player in his
or her decisions. Therefore, the primary research
objectives are:
How can a business simulation game be constructed,
in which…
� ...human players can improve their strategic
management skills through decision-making in
a competitive environment.
� ...an intelligent agent (IA) acts as an advisor to
improve the learning effectiveness of the
players’ skill improvement.
A goal was to prove that participants can improve
decision-making through interacting with a business
simulation with other human participants
(competitors). In order to achieve these objectives, a
scope and balance for the business model had to be
found. The simulation must feature enough
complexity to completely cover all major elements of
a manufacturing company but can’t be too complex,
otherwise the learning effect can no longer be
measured effectively.
A manufacturing company was chosen as
business environment because the basic value
proposition is more straightforward than for example,
the business process of a service provider. In its very
basic form, the value creation process of a
manufacturing company is to purchase resources,
5. however, qualitative simulation games are hardly
developed with a specific scientific purpose. Design
Science provides an ideal supplement to align such
simulations to the scientific community.
2.1. Design Science Methodology
To study and analyze behavioral decision making
in a business environment Design Science has proven
the most appropriate approach for this research. It can
be described as a problem-solving paradigms which
seeks to create an innovative construct in order to
generate knowledge about a phenomenon [3].
While research is an activity that contributes to
the understanding of a phenomenon, in Design
Science the phenomenon can be created artificially,
and need not occur naturally [4]. In Design Science,
the reality is replaced with an artificial construct that
contributes to answer the research problem. This is
especially useful, when the reality is not suitable or
too costly to be studied directly.
Using this approach allows for a second
significant advantage: part of this research is to learn
about human perception of an intelligent agent. This
agent is already an artificial construct and can
therefore be directly integrated into the artifact. To
ensure Design Science is science and not only design,
it is necessary to prioritize the production of useful
knowledge ahead of the production of the artifact.
Based on the Information Systems Research
Framework by Henver et.al. the business
environment is served by IS research through
6. developed instruments. In order to add value to the
knowledge base of the scientific community the
designed artifact(s) has to be justified and evaluated
[3].
In this case, the organizational strategies are the
area of interest in the business environment and they
are highly influenced by external factors. Market,
suppliers, legal regulations and competence
availability all affect a business and are constantly
interacting across the borders of the business. The
question becomes which business environment
components are effectively relevant for improving the
learning process when considering a holistic view of
such a manufacturing business model, and how such
a learning process can become effective through a
scientific artifact like a business simulation.
Creating this artifact also has an impact on
Information Technology. Modern web tools
fortunately provide an ideal framework to create an
artifact like that required for this research. Graff
states that computerized hypertext provides an
explicit structure to the material being learned, which
is advantageous to learners and encourages them to
engage and move around [5]. Using web technologies
also allows use of extensive, open-source
frameworks, bringing functionality like dynamic
charts, sortable tables, animations, form elements and
more. To ensure a contemporary instantiation, the
simulation has to fully support the majority of
modern smartphones.
Researchers in Design Science have to be careful
to support their research goals through an unbiased
design of the artifact. Lainema described this problem
7. as a challenge of providing acceptable scientific
research to the academic community rather than just
presenting own opinions [2]. It can be difficult for a
simulation designer to distinguish between failure
and success due to the fact that no one designs a
simulation to fail [6].
2.2. Approaches to Simulation Gaming
Thavikulwat defined a simulation as an exercise
of real activities in an artificial environment and a
game as an experience, featuring competition and
rules [6]. The most discussed topics in business
simulation education and learning in recent years are
[7]:
� Experience accumulation
� Strategy aspects
� Decision-making experience accumulation
� Learning outcomes
� Teamwork experience
Simulations follow different patterns, and they
can be classified according to their characteristics.
Thavikulwat classified simulations using computers
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based on who takes control and how interaction takes
place [6].
Basically, two different types of simulations can
be distinguished: continuous and discrete simulations
[8]. The gaming industry has a more straightforward
8. terminology: real-time and round-based games.
Specifically, concerning the learning aspect,
much research has been performed. Simulation-based
training is inherently more engaging than other
training methods. Knowledge can be gathered more
quickly and efficiently, and simulations are simpler
to operate but provide a more complex, realistic and
manageable learning environment [9].
Besides all positive advantages, simulation
research is often criticized for measuring the affective
and not the cognitive learning, resulting in challenged
legitimacy and a lack of firm conclusions [10].
Business games are often accidently considered
the same as management games. It is assumed that
this equation is only true when the game actually
features the management of e.g. a firm, organization,
portfolio, teamwork or other factors in the business
area [11]. Therefore, business games are games with
a business environment leading to the training of
players in business skills or the evaluation of players’
performances.
The first known use of games for educational
purposes dates back to about 3000 BC in China [2,
7]. The acknowledged beginning of business games
in the modern sense started in Europe with Mary
Birshstein in 1932, who had the idea of adapting the
concept of war games to the modern business
environment [7].
The artifact in this study builds on a competitive,
interactive, deterministic total enterprise mechanism,
in which manufacturing acts as the theme. It is played
9. by individuals against each other, supported through
the computer. The simulated time frame is split in
turns or ‘periods’.
Business games have established a reputation as
serious alternative methods for teaching managerial
skills. Global organizations are the industry drivers
and act as meeting points for researchers and
practitioners [10]. Despite proof that simulations are
valid teaching instruments, researchers agree that the
full potential of business simulation games is not yet
revealed [9, 12, 13].
2.3. Expert Systems and Artificial Intelligence
in Simulation Gaming
Artificial Intelligence (AI) can be described as a
broad interdisciplinary field, which may cover
elements from computing disciplines to mathematics,
linguistics, economics, neuroscience and many others
[14]. It is sometimes difficult to decide what really
belongs under the domain. While AI is far more
capable in information processing than a human
being (as long as the information can be transformed
into digital language), it lacks the ability to ‘think’
creatively or critically.
An expert system is computer logic, designed to
gather knowledge and make decisions comparable to
a human expert. Mostly artificial intelligence is used
for processing data into useful knowledge.
AI adaptations in computer games are as old as
computer games themselves. “Nimatron,” a machine
10. capable of playing the game “Nim,” was one of the
first computerized games, developed in 1940 [15].
Until the 70s, AI could only be found in
computerized two-player games like checkers or
chess [16]. Later in the 70s, arcade games popped up,
featuring single-player gaming against computer-
controlled enemies [17]. In the 90s AI was assigned
with complex tasks like dealing with incomplete
information, path-finding or real-time decision
making and economic planning [18].
Intelligent agents (IA) mark the class of AIs that
are often used in simulation gaming and are therefore
of special interest for this research. Tecuci developed
a comprehensive definition of an intelligent agent
[14]: “an agent is a knowledge-based system that
perceives its environment […] and acts upon that
environment to realize a set of goals or tasks for
which it has been designed.”
Summers adds, that an IA is defined by its ability
to determine its own behavior [21]. Artificial agents
can be complex, combining multiple different
decision-making models. The model of a knowledge-
based agent shows how the agent acts with the
environment, as can be seen in Figure 1:
Figure 1. Main modules of a knowledge-based
agent / expert system [14]
Modern intelligent agents are capable of learning
from the players’ behavior and switch their tactics
accordingly. Also phenomena from reality are
transferred into computer games. StarCraft 2 oriented
their unit movement after the flow of water in a
stream; if there is an obstacle in the path, the water
11. 829
flows with reduced speed around the obstacle,
considering the available space through the
environment and other water particles.
Simulations have been the testing environment for
many AI applications like neural networks or crowd
simulation [19, 20]. AI in educational business
simulations has mostly taken coaching roles so far,
and there is a trend towards the integration of AI as
decision-support and expert systems [21].
Based on a set of input variables, a knowledge
base and a processing algorithm(s) output is
generated. Knowledge-based agents may additionally
support complex modules like a learning or problem
solving engine.
Artificial intelligence continues to be an emerging
domain in computer science. Given the capabilities of
AI and intelligent agents, much progress in
simulation-based gaming and learning is expected.
Contemporarily, AI research benefits from
advancements coming from the highly profitable
gaming industry [7].
3. The Artifact – Architecture and Design
According to the guidelines for design science in
IS research [3], the artifact has to be innovative and
purposeful. The web-based business simulation
12. suggested in this research has allow students to
improve their decision-making skills in an intuitive
way. To demonstrate the utility, quality and efficacy
of the simulation, methods have to be implemented to
allow for a serious evaluation. This is done by
measuring the effective improvements of participants
(feedback through simulation) and their perceived
improvements (feedback through participants).
The Business Simulation for this research is
designed for desktop and mobile browsers and
provides a simple interface to give participants
control over various aspects of their business (Figure
2). A simulation game consists of four participants
competing in a closed market. The ultimate goal is to
finish with the highest accumulated revenue over the
period of ten timed rounds in which participants can
decide on eight different corporate strategies.
Figure 2. The Business Simulation in Action
The simulation provides the participants with a lot
of information on their and the competitors’
businesses, mostly derived from charts and tables.
Besides that, the artificial intelligence tries to provide
feedback on advantages and disadvantages of
recognized strategies. In each round (period), the
same decisions are available, but an ideal strategy is
impossible to predict or achieve since the users have
to deal with incomplete information, and the
competitors’ actions for the current turn can’t be
predicted. After the simulation, an extensive analysis
is provided, showing all the decisions made along
with additional charts and tables.
13. 3.1. Decision-Making
Decision-making in the Business Simulation is
designed with the goal to increase usability to a
maximum through a simple, intuitive interface.
Learning should happen by understanding the
impacts of decisions on the business, not through
dealing with numbers and complex mechanisms.
Typical organizational strategies build the core of the
simulation and they usually feature two extremes
which are mutually exclusive. For example managers
can focus entirely on product A or B or they have to
split available resources among them. Through a
slider, users can declare if they fully support strategy
A, strategy B or if they are indifferent. Figure 3
shows the mechanism of such a slider:
Figure 3. Decision-making Through Sliders
Every slider has five stages (increments), and
there are a total of seven such strategic decisions that
have to be made. The simulation is designed to allow
advantages and disadvantages for each position on
the spectrum. It is possible that a specific decision is
favorable at an early stage in the game, but the
opposite strategy is beneficial at a later stage.
Additionally, players can toggle on/off a competitor
analysis as the eighth decision. The artifact was
designed to provide a holistic set of realistic
decisions, and every decision features advantages and
disadvantages. A major challenge in designing the
artifact was balancing out the strategies, to give each
14. strategy validity at some point, and to give them
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serious consideration in specific situations. Once a
decision is altered, it is immediately updated in the
database. Since the simulation is purely discrete and
there are no random elements, only the decisions
have to be stored in the database. Calculations on
outcomes like revenue can be done on demand,
which simplifies the data structure and increases the
performance of the app.
3.2. Timing and Tutorials
The business simulation is time controlled. Users
who are done with their decisions before the time has
run out have the opportunity to end their turn
prematurely. If all four participants finish early, the
simulation immediately processes to the next round.
Each of the ten rounds is limited to two minutes,
after which the game processes to the next round
automatically. The first round makes an exception,
for which the time limit is five minutes to allow new
players more time to get familiar with the simulation
elements. This feature has been aligned with the
tutorial, which is only displayed in the first round.
Instead of the charts, which wouldn’t be of much use
in the first round anyway, the players experience
tutorial-like text information. This information aims
to explain what can be done in each section and what
is important.
15. 3.3. Artificial Intelligence (“Eddie”)
The AI is implemented as an expert system using
deductive rules to observe the market and decisions
of the player as well as critical variables resulting
from decisions in previous rounds. It is integrated as
an ‘advisor’ and it has a face and a name (“Eddie”).
Figure 4. Charts, Tables and Decision Feedback
As knowledge base all variables associated to the
player decisions from the current and last round are
taken in consideration. This includes:
� Player Decisions
� directly calculated outcomes (e.g. costs of
employees based on amount, salary and amount
of extra hours)
� Indirectly calculated / implied outcomes (e.g. a
resulting market share cumulated over all
previous rounds)
The most appropriate feedback is determined
when the engine is loading all the game variables at
the beginning of a new round. An inference engine
then generates the outcome in form of subjective
feedback to the player. The feedback is a brief verbal
statement, either a warning, suggestion or
information on current issues the player might look
into. The engine compares and evaluates the
16. relevance of a total of 30 different options. During
several pre-experiments these 30 feedbacks were
identified as most fitting and helpful based on
strategic mistakes the players made. The inference
engine works by determining and assigning a priority
value for the relevant feedback statements
independently from other statements. High priority
results are then compared by including the relevant
conditions and variables from the other high-priority
statements with a reduced impact and a new priority
value is generated. The statement which has the
highest priority by the end of this second step wins,
and is displayed to the player. This feedback is
selected by best-fit to the current situation, and it is
ensured that Eddie never gives the same advice twice
in the simulation, should this mathematically happen,
Eddie suggests the next best (not already displayed)
feedback. He appears to have a personality and may
be described as provocative, bold, funny or pushing.
His behavior and capability to bias participants is one
of the primary research areas in this study.
Feedback Examples (11 out of 30):
� Pushing up your marketing expenses at the end
of the product life cycle is lost money!
� Rapid expansion in the beginning might result
in huge personal costs and overproduction!
� Focusing on one product is dangerous. Only do
it, when you see potential in this market!
� Your moral is dangerously low. The
productivity in your firm is suffering!
17. � You are producing more than you are selling.
Try do reduce production to save costs!
� If you don't start expending soon, you will get
behind!
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� We are losing grip on the market. We need
more sales!
� Only risk extra hours, if you need them and you
can pay for them!
� We can't compete with the prices of your
competitors. Why not trying out some product
development?
� Your quality is already amazing. Maybe it is
time to increase the production and lower costs!
� You have a good moral! It might be save to ask
for a little more of your employees.
3.4. Screens / Pages
The simulation is split into five tabs, each
focusing on one department of the business. A lobby
(before the game starts), a final score page (when the
game ends), and a brief description of the
implementation of the survey are also included to
18. give a holistic view.
3.4.1. Lobby. The lobby serves as a starting point to
direct the participants into the simulation. On this
first page instructions and a chat are accessible.
Header and Footer provide compact information:
� Language Switch (German and English)
� Timer
� Actual Round / Total Rounds
� Navigation Tabs
3.4.2. Progress / AI. This initial screen displays a
selection of charts that shows, the actual progress in
terms of revenue, turnover and cost. A simplified
balance sheet is available, and it is also the place
where Eddie, the AI, can be found.
3.4.3. Production. On this screen, the player can
choose a production focus and the amount of product
development. The company produces two different
types of goods, products A and B. They have
different resource demands, production times and
selling prices. High product development increases
the quality of the product and, therefore, the price for
which it can be sold, but comes at the cost of a
reduced production capacity.
3.4.4. Marketing. In this section, the user is able to
influence the whole market. All players start with 10
shares (25% market share each). They can increase
their amount of shares between 0 and 4 per round,
depending on how much they invested into
19. advertisement and marketing. Additionally, to the
variable individual increase, the market also has a
natural lifecycle. The market demand increases with
the total amount of shares and the market share
defines how many products of this global demand
customers are ready to purchase from the players.
Should the player produce less than he or she can sell
on the market, the remaining demand can be
exploited by his or her competitors. The second
decision the player can make here is to undertake a
competitor analysis. This enabled additional
information on competitors on various charts for the
price of some variable costs.
3.4.5. Personnel. On this screen, players can handle
two strategies concerning human resources. They can
set a salary level and order extra hours to increase
productivity. Both decisions influence the morale
(effectiveness) of the workers. A high salary has the
disadvantage of causing additional personnel costs,
but is necessary if the morale drops low in the
company. The morale is a general indicator for the
productivity of each worker. Extra hours increased
the production capacity but decreased the morale and
caused additional costs.
3.4.6. Strategy. On this screen, players have the
opportunity to make strategic corporate decisions.
The first choice is between a rapid expansion over
improving the business. Expansion leads to more
employees, and therefore, to a higher production
capacity. Too rapid expansion results in unaffordable
personnel costs. Improving the business, on the other
hand, simulates improvements in internal processes
and reduces the time needed to produce products.
20. Users can also decide on a price or a quality
focus. A price strategy (cost leadership) leads to
discounts, making the purchase of resources more
affordable, while a quality focus improves the quality
of the products resulting in an alternative method to
increase selling prices.
4. Evaluation and Verification
Referring back to the research problem, the first
four issues were dealt with by developing an artifact
that is capable of training human players in decision-
making in a competitive environment. The artifact
was accessible from any device with internet access,
and German and English were implemented as
languages. An intelligent agent increased the learning
potential further by advising the player on important
decisions based on developments during the
simulation. These four issues were addressed by
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collecting feedback from participants in controlled
experiments performed in two stages.
In the first stage, two business intelligence
university courses with a total of 26 students, held at
the Management Center Innsbruck in Austria, served
as an environment for the experiments. The
simulation was first explained to the students who
then performed one game. The students were then led
21. to a survey that included qualitative and quantitative
feedback related to the simulation and AI. After the
first simulation and the survey, the students were then
randomly mixed and prepared for a second game.
The purpose was to see if the overall performance in
the second game increased through learning and
adaptation of the game mechanics. Also, potentially
interesting behavioral patterns were identified.
4.1 Survey
The survey served two main purposes: first,
players were asked about good strategies for the
early, middle and late game. The survey tested the
artifact against the issues identified in the research
problem. The responses were compared to the
observed behavioral changes between the first and
second round of experiments. This was done to verify
if the players had understood and adapted the
concepts of the business simulation. Table 1 shows
the number of participants who evaluated the chosen
strategy as strong during the early, mid or late game.
For example only one person felt that using a
strong quality-focus (5) over price-leadership was a
beneficial strategy in the early game. The market
research strategy is excluded from the Table since it
only had two states (on and off).
Table 1. Efficient* Game Strategies
Decision Strategy / # participants
Early Game (Round 1-3) 1 2 3 4 5
Product Development 1 3 3 11 8
Marketing 1 5 2 7 11
22. Salaries 7 11 5 2 1
Extra hours 10 6 5 5 0
S1: Improve / Expand 9 5 4 5 2
S2: Price / Quality 5 7 2 10 1
Midgame (Round 4-7) 1 2 3 4 5
Product Development 0 4 9 5 7
Marketing 0 5 11 8 2
Salaries 0 5 14 7 0
Extra hours 3 9 7 6 1
S1: Improve / Expand 2 8 4 8 2
S2: Price / Quality 2 6 6 9 2
Endgame (Round 8-10) 1 2 3 4 5
Product Development 10 5 3 5 3
Marketing 10 6 3 3 4
Salaries 5 2 10 8 1
Extra hours 7 7 5 4 2
S1: Improve / Expand 5 9 4 4 3
S2: Price / Quality 6 5 1 8 5
n=26; (*) participants evaluated with 4 or 5
Second, data about previous experiences and
knowledge of business management, along with
qualitative feedback related to aspects of the
simulation was collected. The last screen included
two questions about artificial intelligence to find out
about its place in business intelligence and
management. The survey asked the students for one
positive and three negative observations they made
during the experiments. The results were grouped and
counted based on similarity. Table 2 shows the
amount of individual feedback for the derived group:
23. Table 2. Qualitative Feedback on Simulation
Positive Feedback Count
Artificial Intelligence 3
Charts 3
Competition 6
Design & Structure 7
General / Idea 4
Learning effects 4
Total (26 expected) 27
Negative Feedback Count
Artificial Intelligence 1
Bugs in the Simulation 5
Calculations / Mechanics 4
Design & Structure 15
Explanations 13
Limited Time 7
Total (78 expected) 45
n=26; categories based on similarities in feedback
4.2 Simulation Decision Results
The survey and the simulation were both designed
to supplement each other. Since the survey asked the
students for the perceived best strategies in early, mid
and late game, the same aspect was analyzed from the
actual performance of the participants.
Decisions from the first and second round of
experiments were separated to find the behavioral
24. changes influenced by adaptive learning and the
impulse through the survey. Evaluating all the
decisions turned out to be challenging. The limited
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number of options for each decision helped to reduce
complexity in the process. Clear changes in decision
behavior were identified, both between the different
stages in the simulation, as well as between the two
rounds of experiments. Table 3 shows these
behavioral changes in terms of absolute participants,
who have chosen the specific strategy:
Table 3. Simulation Data: Decision Strategies
Decision Experiments (First Round) Experiments (Second
Round)
Early Game (Round 1-3) 1 2 3 4 5 1 2 3 4 5
Competitor Analysis* 5 64 6 60
Production Focus 10 22 15 21 1 13 12 28 5 8
Product Development 10 21 19 17 2 13 14 11 13 15
Marketing 4 17 22 17 9 10 6 8 19 23
Salaries 0 35 32 2 0 9 29 16 7 5
Extra hours 21 38 10 0 0 27 25 12 2 0
S1: Improve / Expand 10 24 19 13 3 15 17 15 13 6
S2: Price / Quality 4 13 16 25 11 6 22 11 13 14
Midgame (Round 4-7) 1 2 3 4 5 1 2 3 4 5
Competitor Analysis* 22 70 6 82
Production Focus 11 21 31 20 9 14 15 40 13 6
Product Development 21 25 22 13 11 16 18 17 21 16
Marketing 16 19 17 17 23 17 17 13 25 16
25. Salaries 1 34 38 15 4 8 33 34 11 2
Extra hours 32 30 27 3 0 29 32 18 6 3
S1: Improve / Expand 11 26 26 21 8 17 18 29 18 6
S2: Price / Quality 5 27 23 28 9 10 29 30 8 11
Endgame (Round 8-10) 1 2 3 4 5 1 2 3 4 5
Competitor Analysis* 21 48 11 55
Production Focus 12 18 25 10 4 24 10 19 7 6
Product Development 19 10 20 14 6 18 13 7 10 18
Marketing 25 23 7 2 12 19 16 12 15 4
Salaries 4 24 31 7 3 18 12 24 7 5
Extra hours 30 19 11 9 0 18 20 17 7 4
S1: Improve / Expand 14 18 16 13 8 19 11 10 9 17
S2: Price / Quality 12 19 16 18 4 22 19 11 6 8
This table represents how players decided (1...5) in each stage
of the game. The values are representing the
absolute amount of occurrences for each strategy chosen.
(*) Competitor analysis has only has two values, true (2) and
false (1)
The competitor analysis was a feature used
consistently by most players throughout all
simulations. The decisions for production focus were
more diversified. Producing Product A rather than B
was noticeable at all stages.
A clear learning effect can be observed in the
product development strategy. Players realized
correctly that this strategy improved the total
revenue, especially in the early and midgame, and
changed their behavior in the second simulation. The
marketing strategy showed an even superior learning
effect. While players focused on an average
marketing investment strategy during the first round
of experiments, they reduced their efforts in the late
game. An analysis of the salary showed that most
26. decisions concerning the salary were set statically.
Using Extra Hours is a feature designed to generally
have most effect in later stages of the game. This was
recognized by the players. The final two strategies
were more challenging to analyze. There was no
‘ideal’ way to handle these strategies. Players had
strong and very different opinions on the usefulness
of all strategies; the only thing they agreed on was
that taking no preference is a disadvantage.
Improving the business was considered a better
alternative in the early game rather than expanding it.
This changed in the midgame; in the endgame, the
results were equal to those in the early game.
A similar result was identified in the second
business strategy (Price / Quality). According to the
survey, players believed either in the success of a
price focus or a quality focus in the early game. In
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the midgame, people were more indifferent, resulting
in a ‘slight’ or no-preference strategy. Players were
more experimental again in the endgame, featuring
either a price strategy or a quality strategy.
Table 4 shows the relative change in % for a
specific strategy from the first to the second round of
experiments. For example, only 79 % of the original
players who had chosen a light quality strategy (4) in
the midgame had chosen it again in the second round.
However, these players are not necessarily the same.
27. Table 4. Relative Behavioral Changes in Decision-
making between the two Rounds of Simulations
Early Game 1 2 3 4 5
Competitor Analysis 2 -2
Production Focus 5 -14 21 -23 11
Product Development 5 -9 -11 -5 20
Marketing 9 -16 -20 4 22
Salaries 14 -7 -22 8 8
Extra hours 10 -17 4 3 0
Improve / Expand 8 -9 -5 1 5
Price / Quality 3 14 -7 -17 5
Midgame 1 2 3 4 5
Competitor Analysis -17 17
Production Focus 4 -6 12 -7 -3
Product Development -5 -7 -5 10 6
Marketing 2 -1 -4 10 -7
Salaries 8 1 -3 -4 -2
Extra hours -2 4 -9 4 3
Improve / Expand 7 -8 5 -2 -2
Price / Quality 6 4 9 -21 3
Endgame 1 2 3 4 5
Competitor Analysis -14 14
Production Focus 19 -11 -7 -4 3
Product Development 0 5 -18 -5 19
Marketing -7 -9 8 20 -11
Salaries 21 -17 -9 0 3
Extra hours -16 3 10 -2 6
Improve / Expand 8 -9 -8 -5 14
Price / Quality
16 1 -7 -17 6
The values represent the relative change in number
28. of occurrences per strategy in %
Evaluating the artifact as an instrument was done
by collecting and analyzing qualitative feedback of
the participants in the experiments. Eddie proved to
be valuable as an advisor and gained mostly positive
feedback as well. Four players mentioned Eddie or
the artificial intelligence as a positive aspect of the
simulation. Two players approved the intelligent and
useful help of Eddie after each round; one player
wished the advices to be more specific.
5. Conclusion
A major challenge in this research was to avoid
creating an outcome that automatically favors and
validates the research method. With that in mind, this
research tried to judge success and validity through
two different data sources. The success should be
measured on how the players experienced the artifact
based on their own judgment (survey) as well as how
they experienced it based on the decisions they
actually made.
The research clearly shows that students were
adapting strategies as intended by the simulation
design. In cases where those general statements were
valid (Marketing, Product Development, CA, Salary
and Extra Hours) the participants showed a clear
learning effect from the first to the second round of
experiments (Marketing, Product Development and
CA) or a partial learning effect (Salary and Extra
Hours). In strategies that were intended to be
situation-dependent, people acted very differently
29. and also claimed different strategies as “optional” in
the survey. Considering these clear results and the
aforementioned academic problems, the research
suggests that all points defined in the research
problem could be successfully dealt with, but the
final validation has to come from an outside observer.
It was also important to find out if players trusted
the expert system during the simulation and allowed
it to bias their decisions. The results clearly exhibited
a user bias, most decisions changed in the second
round of experiments according to the advice of
Eddie. Also the positive feedback on Eddie indicates
the acceptance of the intelligent agent among the
players. The participants stated their trust in a
potential artificial intelligence in various areas of
business management.
The students prioritized Market Analysis, Logistic
Optimization and Process Optimization as areas with
the highest potential to effectively use Artificial
Intelligence to support the outcome.
6. Limitations of the Study
A major challenge was balancing the game
variables such that each slider became valid, useful
and realistic. Intelligent Agent Eddie, although
accepted positively and successful in biasing the
players, had very limited capabilities behind the
scenes. Eddie was not able to learn from the
decisions humans made during the simulations, and
couldn’t advise based on considering more than just
the latest round. Since feedback was only shown once
30. 835
per simulation, the most relevant feedback might
have been missed out on future rounds.
This research, and Design Science in general,
may lag behind theory-based research in gathering
specific useful findings; however, the findings
showed a clear learning effect among the participants
of the experiment and a positive acceptance of the
artifact and the artificial intelligence. It may also be
criticized for not studying the aspect of artificial
intelligence in enough deep. The expert system had
its valid place in the artifact, and the research tried to
identify its acceptance and biasing capabilities as an
advisor during the simulation. The focus in this
research, however, was not artificial intelligence, but
the design of the artifact itself.
7. Future Research
The researcher believes that this research is the
start of a far more comprehensive study involving
real AI and a remodeling of the artifact. The purpose
of the experiments was, besides providing data for
this research, to reveal the weaknesses and problems
of the artifact. A lot of feedback has been provided
by the participants, making a remodeling of the
artifact tangible and viable. In such an upgrade, the
following aspects could be addressed:
� Improved artificial intelligence
� Fixing of gaming mechanics and variables
31. � Broader and more diversified group of
participants
� Modifications and additions to the artifact
� Linking the feedback to related decisions for
more academic insights
Stepping away from this specific research and
back into the area of business simulation research,
academics anticipate a lot of new development over
the next years [21].
Academic research involving both artificial
intelligence and simulation gaming is still rare. This
study was created to delve into this niche and provide
a basis on which further research can be continued.
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