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Exploring Pair Programming Benefits for MIS Majors

Pair programming is a collaborative programming practice that places participants in dyads, working in tandem at one computer to complete programming assignments. Pair programming studies with Computer Science (CS) and Software Engineering (SE) majors have identified benefits such as technical productivity, program/design quality, academic performance, and increased satisfaction for their participants. In this paper, pair programming is studied with Management Information Systems (MIS) majors, who (unlike CS and SE majors taking several programming courses) typically take only one programming course and often struggle to develop advanced programming skills within that single course. The researchers conducted two pair programming experiments in an introductory software development course for MIS majors over three semesters to determine if pair programming could enhance learning for MIS students. The program results, researchers’ direct observations, and participants’ responses to a survey questionnaire were analyzed after each experiment. The results indicate that pair programming appears to be beneficial to MIS students’ technical productivity and program design quality, specifically the ability to create programs using high-level concepts. Additionally, results confirmed increased student satisfaction and reduced frustration, as the pairs worked collaboratively to produce a program while actively communicating and enjoying the process.




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An Instructional Design Framework to Improve Student Learning in a First-Year Engineering Class

Increasingly, numerous universities have identified benefits of flipped learning environments and have been encouraging instructors to adapt such methodologies in their respective classrooms, at a time when departments are facing significant budget constraints. This article proposes an instructional design framework utilized to strategically enhance traditional flipped methodologies in a first-year engineering course, by using low-cost technology aids and proven pedagogical techniques to enhance student learning. Implemented in a first-year engineering course, this modified flipped model demonstrated an improved student awareness of essential engineering concepts and improved academic performance through collaborative and active learning activities, including flipped learning methodologies, without the need for expensive, formal active learning spaces. These findings have been validated through two studies and have shown similar results confirming that student learning is improved by the implementation of multi-pedagogical strategies in-formed by the use of an instructional design in a traditional classroom setting.




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Investigating the Use and Design of Immersive Simulation to Improve Self-Efficacy for Aspiring Principals

Aim/Purpose: Improving public schools is a focus of federal legislation in the United States with much of the burden placed on principals. However, preparing principals for this task has proven elusive despite many changes in programming by institutions of higher learning. Emerging technologies that rely on augmented and virtual realities are posited to be powerful pedagogical tools for closing this gap. Background: This study investigated the effects of immersive simulation technologies on principals’ self-efficacy after treatment and the perceived significance of the design of the immersive simulation experience as an effective tool for adult learners. Methodology: The investigator employed a multiple-methods study that relied on a purposive sample of graduate students enrolled in educational leadership programs at two small universities in the southeastern United States. Participants completed a two-hour module of immersive simulation designed to facilitate transfer of knowledge to skills thereby increasing their self-efficacy. Contribution: This paper contributes to a small body of literature that examines the use of immersive simulation to prepare aspiring principals. Findings: The findings indicate moderate effect sizes in changes in self-efficacy, positive attitudes toward immersive simulation as a pedagogical tool, and significance in the design of immersive simulation modules. This suggests that immersive simulation, when properly designed, aids principals in taking action to improve schools. Recommendations for Practitioners: Educational leadership programs might consider the use of immersive simulations to enhance principals’ ability to meet the complex demands of leading in the 21st century. Impact on Society: Principals may be more adept at improving schools if preparation programs provided consistent opportunities to engage in immersive simulations. Future Research: Future research should be conducted with larger sample sizes and longitudinally to determine the effectiveness of this treatment.




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Activity Oriented Teaching Strategy for Software Engineering Course: An Experience Report

Aim/Purpose: This paper presents the findings of an Activity-Oriented Teaching Strategy (AOTS) conducted for a postgraduate level Software Engineering (SE) course with the aim of imparting meaningful software development experience for the students. The research question is framed as whether the activity-oriented teaching strategy helps students to acquire practical knowledge of Software Engineering and thus bridge the gap between academia and software industry. Background: Software Engineering Education (SEE) in India is mainly focused on teaching theoretical concepts rather than emphasizing on practical knowledge in software development process. It has been noticed that many students of CS/IT background are struggling when they start their career in the software industry due to inadequate familiarity with the software development process. In the current context of SE education, there is a knowledge gap between the theory learned in the classroom and the actual requirement demanded by the software industry. Methodology: The methodology opted for in this study was action research since the teachers are trying to solve the practical problems and deficiencies encountered while teaching SE. There are four pedagogies in AOTS for fulfilling the requirements of the desired teaching strategy. They are flipped classroom, project role-play for developing project artifacts, teaching by example, and student seminars. The study was conducted among a set of Postgraduate students of the Software Engineering programme at Cochin University of Science and Technology, India. Contribution: AOTS can fulfil both academic and industrial requirements by actively engaging the students in the learning process and thus helping them develop their professional skills. Findings: AOTS can be molded as a promising teaching strategy for learning Software Engineering. It focuses on the essential skill sets demanded by the software industry such as communication, problem-solving, teamwork, and understanding of the software development processes. Impact on Society: Activity-oriented teaching strategies can fulfil both academic and industrial requirements by actively engaging the students in the SE learning process and thus helping them in developing their professional skills. Future Research: AOTS can be refined by adding/modifying pedagogies and including different features like an online evaluation system, virtual classroom etc.




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Collaborative Approach in Software Engineering Education: An Interdisciplinary Case

Aim/Purpose: This study was aimed at enhancing students’ learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software Engineering team. Background: A collaborative approach implemented through projects has been the established pedagogy for introducing the Software Engineering course to undergraduate Computer Science students. The collaboration, however, is limited to collaboration among Computer Science students and their clients. This case study explored an enhancement to the collaborative approach to project development by integrating other related disciplines into the project development framework; hence, the Interdisciplinary Approach. Methodology: This study adopted the case method approach. An interdisciplinary service innovation activity was proposed to invite other disciplines in the learning process of the computer science students. The agile methodology Scrum was used as the software development approach during project development. Survey data were collected from the students to establish (a) their perception of the interdisciplinary approach to project development; (b) the factors that influenced success or failure of their team to deliver the project; and (c) the perceived skills or knowledge that they acquired from the interdisciplinary approach. Analysis of data followed a mixed method approach. Contribution: The study improved the current pedagogy for Software Engineering education by integrating other related disciplines into the software project development framework. Findings: Data collected showed that the students generally accepted the interdisciplinary approach to project development. Factors such as project relevance, teamwork, time and schedule, and administration support, among others, affect team performance towards project completion. In the case of the Computer Science students, results show that students have learned skills during the experience that, as literature reveal, can only be acquired or mastered in their future profession as software engineers. Recommendations for Practitioners: The active collaboration of the industry with the University and the involvement of the other related courses in teaching software engineering methods are critical to the development of the students, not only in learning the methodology but also as a working professional. Recommendation for Researchers: It is interesting to know and eventually understand the interactions between interdisciplinary team members in the conduct of Software Engineering practices while working on their projects. More specifically, what creative tensions arise and how do the interdisciplinary teams handle the discourse? Impact on Society: This study bridges the gap between how Software Engineering is taught in the university and how Software Engineering teams work in real life. Future Research: Future research is targeted at refining and elaborating the elements of the interdisciplinary framework presented in this paper towards an integrated course module for Software Engineering education.




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Introductory Information Systems Course Redesign: Better Preparing Business Students

Aim/Purpose: The dynamic nature of the information systems (IS) field presents educators with the perpetual challenge of keeping course offerings current and relevant. This paper describes the process at a College of Business (COB) to redesign the introductory IS course to better prepare students for advanced business classes and equip them with interdisciplinary knowledge and skills demanded in today’s workplace. Background: The course was previously in the Computer Science (CSC) Department, itself within the COB. However, an administrative restructuring resulted in the CSC department’s removal from the COB and left the core course in limbo. Methodology: This paper presents a case study using focus groups with students, faculty, and advisory council members to assess the value of the traditional introductory course. A survey was distributed to students after implementation of the newly developed course to assess the reception of the course. Contribution: This paper provides an outline of the decision-making process leading to the course redesign of the introductory IS course, including the context and the process of a new course development. Practical suggestions for implementing and teaching an introductory IS course in a business school are given. Findings: Focus group assessment revealed that stakeholders rated the existing introductory IS course of minimal value as students progressed through the COB program, and even less upon entering the workforce. The findings indicated a complete overhaul of the course was required. Recommendations for Practitioners: The subject of technology sometimes requires more than a simple update to the curriculum. When signs point to the need for a complete overhaul, this paper gives practical guidance supplemented with relevant literature for other academicians to follow. Recommendation for Researchers: Students are faced with increasing pressure to be proficient with the latest technology, in both the classroom where educators are trying to prepare them for the modern workplace, as well as the organization which faces an even greater pressure to leverage the latest technology. The newly designed introductory IS course provides students, and eventually organizations, a better measure of this proficiency. Future Research: Future research on the efficacy of this new course design should include longitudinal data to determine the impact on graduates, and eventually the assessment of those graduates’ performance in the workplace.




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Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




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Rubric for Measuring and Visualizing the Effects of Learning Computer Programming for Elementary School Students

Aim/Purpose: Although many computer science measures have been proposed, visualizing individual students’ capabilities is difficult, as those measures often rely on specific tools and methods or are not graded. To solve these problems, we propose a rubric for measuring and visualizing the effects of learning computer programming for elementary school students enrolled in computer science education (CSE), which is independent of the programming language being used. Background: In this research, we proposed a rubric based on existing CSE standards and criteria having a programming education-learning goal. We then applied this rubric to actual lessons to visualize the educational effects. Methodology: The proposed new rubric for teaching computer programming, based on existing standards and criteria, was applied to fourth- and sixth-grade students in Japan. We assessed which skills were cultivated through quizzes before and after the teaching. Contribution: This paper contributes on how to make and utilize a rubric for programming education in computer science. We evaluated and visualized the proposed rubric’s learning effects on children and found that our proposed rubrics are independent of any particular method or tool. Findings: The results of this survey are twofold: (1) we proposed a rubric of programming education in computer science, independent of the programming tools used and (2) we succeeded in visualizing students’ learning stages by applying the proposed rubric to programming education conducted in a Japanese elementary school. Recommendations for Practitioners: Evaluating educational effects in CSE is important. In particular, graded assessments of learner abilities can reveal individual characteristics. This research is useful for assessing CSE because it focuses specifically on programming education. Recommendation for Researchers: The rubric’s suggestions and quality improvements in CSE help learners assess their learning progress and will clarify the cultivated computer science skills. Impact on Society: This research evaluates CSE based on a rubric in the programming education field. Future Research: Future work is needed to improve the proposed rubric’s quality and relevance. Also, this rubric should be applied to many classes to increase the number of evaluations and analyses.




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Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




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Investigating Factors Contributing to Student Disengagement and Ownership in Learning: A Case Study of Undergraduate Engineering Students

Aim/Purpose: Despite playing a critical role in shaping the future, 70% of undergraduate engineers report low levels of motivation. Student disengagement and a lack of ownership of their learning are significant challenges in higher education, specifically engineering students in the computer science department. This study investigates the various causes of these problems among first-year undergraduate engineers. Background: Student disengagement has become a significant problem, especially in higher education, leading to reduced academic performance, lower graduation rates, and less satisfaction with learning. The study intends to develop approaches that encourage a more interesting and learner-motivated educational environment. Methodology: This research uses a mixed methods approach by combining quantitative data from a survey-based questionnaire with qualitative insights from focus groups to explore intrinsic and extrinsic motivators, instructional practices, and student perceptions of relevance and application of course content. The aim of this method is to make an all-inclusive exploration into undergraduate engineering students’ perspectives on factors contributing to this disengagement and the need for more ownership. Contribution: Inculcating passion for engineering among learners seems demanding, with numerous educational programs struggling with issues such as a lack of interest by students and no personal investment in learning. Understanding the causes is of paramount importance. The study gives suggestions to help teachers or institutions create a more engaged and ownership-based learning environment for engineering students. Findings: The findings revealed a tangled web influencing monotonous teaching styles, limited opportunities and applications, and a perceived gap between theoretical knowledge and real-world engineering problems. It emphasized the need to implement more active learning strategies that could increase autonomy and a stronger sense of purpose in their learning journey. It also highlights the potential use of technology in promoting student engagement and ownership. Further research is needed to explore optimal implementation strategies for online simulations, interactive learning platforms, and gamification elements in the engineering curriculum. Recommendations for Practitioners: It highlights the complex interplay of intrinsic and extrinsic motivation factors and the need to re-look at instructional practice and emphasize faculty training to develop a more student-centered approach. It also stresses the need to look into the relevance and application of the course content. Recommendation for Researchers: More work needs to be done with a larger, more diverse sample population across multiple institutions and varied sociocultural and economic backgrounds. Impact on Society: Enhancing learners’ educational experience can result in creating a passionate and competent team of engineers who can face future obstacles fearlessly and reduce the production of half-baked graduates unprepared for the profession’s challenges. Future Research: Conduct long-term studies to assess the impact of active learning and technology use on student outcomes and career readiness. Investigate scaling up successful strategies across diverse engineering programs. See if promising practices work well everywhere.




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Impact of a Digital Tool to Improve Metacognitive Strategies for Self-Regulation During Text Reading in Online Teacher Education

Aim/Purpose: The aim of the study is to test whether the perception of self-regulated learning during text reading in online teacher education is improved by using a digital tool for the use of metacognitive strategies for planning, monitoring, and self-assessment. Background: The use of self-regulated learning is important in reading skills, and for students to develop self-regulated learning, their teachers must master it. Therefore, teaching strategies for self-regulated learning in teacher education is essential. Methodology: The sample size was 252 participants with the tool used by 42% or the participants. A quasi-experimental design was used in a pre-post study. ARATEX-R, a text-based scale, was used to evaluate self-regulated learning. The 5-point Likert scale includes the evaluation of five dimensions: planning strategies, cognition management, motivation management, comprehension assessment and context management. A Generalized Linear Model was used to analyse the results. Contribution: Using the tool to self-regulate learning has led to an improvement during text reading, especially in the dimensions of motivation management, planning management and comprehension assessment, key dimensions for text comprehension and learning. Findings: Participants who use the app perceive greater improvement, especially in the dimensions of motivation management (22,3%), planning management (19.9%) and comprehension assessment (24,6%), which are fundamental dimensions for self-regulation in text reading. Recommendations for Practitioners: This tool should be included in teacher training to enable reflection during the reading of texts, because it helps to improve three key types of strategies in self-regulation: (1) planning through planning management, (2) monitoring through motivation management and comprehension assessment, and (3) self-assessment through comprehension assessment. Recommendation for Researchers: The success of the tool suggests further study for its application in other use cases: other student profiles in higher education, other teaching modalities, and other educational stages. These studies will help to identify adaptations that will extend the tool’s use in education. Impact on Society: The use of Metadig facilitates reflection during the reading of texts in order to improve comprehension and thus self-regulate the learning of content. This reflection is crucial for students’ knowledge construction. Future Research: Future research will focus on enhancing the digital tool by adding features to support the development of cognition and context management. It will also focus on how on adapting the tool to help other types of learners.




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Implementation of a novel technique for ordering of features algorithm in detection of ransomware attack

In today's world, malware has become a part and threat to our computer systems. All electronic devices are very susceptible/vulnerable to various threats like different types of malware. There is one subset of malware called ransomware, which is majorly used to have large financial gains. The attacker asks for a ransom amount to regain access to the system/data. When dynamic technique using machine learning is used, it is very important to select the correct set of features for the detection of a ransomware attack. In this paper, we present two novel algorithms for the detection of ransomware attacks. The first algorithm is used to assign the time stamp to the features (API calls) for the ordering and second is used for the ordering and ranking of the features for the early detection of a ransomware attack.




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International Journal of Web Engineering and Technology




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An MCDM approach to compare different concepts of SMED to reduce the setup time in concrete products manufacturing: a case study

In the construction sector, moulding machines are crucial in producing concrete products, yet changing their mould can pose challenges for some businesses. This paper presents a case study aimed at reducing the setup time of HESS RH 600 moulding machine. Four alternatives are proposed and evaluated to achieve this goal. The first alternative involves converting internal to external activities, while the subsequent alternatives aim to improve the basic solution. These include building a canopy near the machine (alternative 2), installing an air reservoir (alternative 3), and a comprehensive approach involving building the canopy, installing the air reservoir, and adding a new forklift to facilitate the machine setup process (alternative 4). The analytic hierarchy process (AHP) heuristic method is used to select the best alternative solution based on prespecified criteria. It is found that the application of the single-minute exchange of die (SMED) solution without any further improvement is the most favourable.




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Exploring the impact of monetary policy on sustainable development with mediation of e-banking services and moderation of financial risk awareness

Monetary policy is essential for sustainable growth where effective monetary policies can improve investment, employment, and consumption by fostering a balanced and resilient economy. However, sustainable development is vital for harmonising economic growth, social equity, and environmental preservation. A number of factors have been discussed in the literature that impact sustainable development. However, this study explicitly tries to investigate the nexus among the monetary policy (MP) toward sustainable development (SD) with the mediation of e-banking services (e-BS) and moderation of financial risk management (FRM) from China drawing on stakeholder theory. It discovered a significant connection between monetary policy and sustainable development along with sub-dimensions of SD. Likewise, this study confirmed a positive mediating influence of e-BS between monetary policy and sustainable development. Finally, the study additionally ensured a positive moderation of financial risk between monetary policy and sustainable development, respectively. These outcomes bestow several interesting insights into monetary policy, e-banking services, financial risk management, and sustainable development.




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Effective inventory management among Malaysian SMEs in the manufacturing sector towards organisational performance

In several manufacturing firms, inventory constitutes most of the current assets, and this underscores the importance of inventory management as a fundamental issue for the majority of the firms irrespective of their sizes. Therefore, the purpose of this research is to assess the factors that influence the effectiveness of inventory management of Malaysian SMEs in the manufacturing sector. The study employs PLS-SEM technique to test the hypotheses. The main findings show that documentation and records, inventory control system and qualified personnel have positive effects on effective inventory management of Malaysian SMEs in the manufacturing sector. The study also reveals that effective inventory management has a mediating effect on the relationship between documentation and records, inventory control system, qualified personnel and organisational performance. Therefore, the study recommends that Malaysian SMEs in the manufacturing sector should improve their approaches to embracing effective inventory management practices in order to enhance organisational performance.




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Measuring information quality and success in business intelligence and analytics: key dimensions and impacts

The phenomenon of cloud computing and related innovations such as Big Data have given rise to many fundamental changes that are evident in information and data. Managing, measuring and developing business value from the plethora of this new data has significant impact on many corporate agendas, particularly in relation to the successful implementation of business intelligence and analytics (BI&A). However, although the influence of Big Data has fundamentally changed the IT application landscape, the metrics for measuring success and in particular, the quality of information, have not evolved. The measurement of information quality and the antecedent factors that influence information has also been identified as an area that has suffered from a lack of research in recent decades. Given the rapid increase in data volume and the growth and ubiquitous use of BI&A systems in organisations, there is an urgent need for accurate metrics to identify information quality.




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Study on personalised recommendation method of English online learning resources based on improved collaborative filtering algorithm

In order to improve recommendation coverage, a personalised recommendation method for English online learning resources based on improved collaborative filtering algorithm is studied to enhance the comprehensiveness of personalised recommendation for learning resources. Use matrix decomposition to decompose the user English online learning resource rating matrix. Cluster low dimensional English online learning resources by improving the K-means clustering algorithm. Based on the clustering results, calculate the backfill value of English online learning resources and backfill the information matrix of low dimensional English online learning resources. Using an improved collaborative filtering algorithm to calculate the predicted score of learning resources, personalised recommendation of English online learning resources for users based on the predicted score. Experimental results have shown that this method can effectively backfill English online learning resources, and the resource backfilling effect is excellent, and it has a high recommendation coverage rate.




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An English MOOC similar resource clustering method based on grey correlation

Due to the problems of low clustering accuracy and efficiency in traditional similar resource clustering methods, this paper studies an English MOOC similar resource clustering method based on grey correlation. Principal component analysis was used to extract similar resource features of English MOOC, and feature selection methods was used to pre-process similar resource features of English MOOC. On this basis, based on the grey correlation method, the pre-processed English MOOC similar resource features are standardised, and the correlation degree between different English MOOC similar resource features is calculated. The English MOOC similar resource correlation matrix is constructed to achieve English MOOC similar resource clustering. The experimental results show that the contour coefficient of the proposed method is closer to one, and the clustering accuracy of similar resources in English MOOC is as high as 94.2%, with a clustering time of only 22.3 ms.




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Intellectual property management in technology management: a comprehensive bibliometric analysis during 2000-2022

Presently, there are many existing academic studies on the development, protection and operation of intellectual property management (IPM). Therefore, provides a comprehensive econometric analysis in order to provide scholars, with a clearer understanding of the evolution and development of IP management research during 2000 to 2022. The study is aiming to help scholars to better discern the expanding IPM research field from a multidimensional perspective. The database used for this analysis is the Web of Science Core Collection database. After retrieval through keywords and using a variety of tools such as CiteSpace, VOSviewer, Bibliometrix and HistCite, 1033 documents were refined to conduct the econometric analysis, and produce graphs. The findings indicate that the US is a highly active country/region in the field IP management research, and its expanding IP management research is branching out into other disciplines. The study also presents the future directions and possible challenges for IPM in technology management.




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Quantitative evaluation method of ideological and political teaching achievements based on collaborative filtering algorithm

In order to overcome the problems of large error, low evaluation accuracy and long evaluation time in traditional evaluation methods of ideological and political education, this paper designs a quantitative evaluation method of ideological and political education achievements based on collaborative filtering algorithm. First, the evaluation index system is constructed to divide the teaching achievement evaluation index data in a small scale; then, the quantised dataset is determined and the quantised index weight is calculated; finally, the collaborative filtering algorithm is used to generate a set with high similarity, construct a target index recommendation list, construct a quantitative evaluation function and solve the function value to complete the quantitative evaluation of teaching achievements. The results show that the evaluation error of this method is only 1.75%, the accuracy can reach 98%, and the time consumption is only 2.0 s, which shows that this method can improve the quantitative evaluation effect.




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Demand forecast for bike sharing rentals

For decades, data analytics has been instrumental in helping companies enhance their performance and achieve growth. By leveraging data analytics and visualisation, businesses have reaped numerous benefits, including the ability to identify emerging trends, analyse relationships and patterns within data, conduct in-depth analysis, and gain valuable insights from these patterns. Given the current demands of the industry, it is crucial to thoroughly explore these concepts to capitalise on the advantages they offer. This research specifically focuses on examining a dataset from Capital Bikes in Washington DC, providing a comprehensive understanding of data analytics and visualisation.




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A prototype for intelligent diet recommendations by considering disease and medical condition of the patient

The patient must follow a good diet to lessen the risk of health conditions. The body needs vitamins, minerals, and nutrients for illness prevention. When the human body does not receive the right amount of nutrients, nutritional disorders can develop, which can cause a number of different health issues. Chronic diseases like diabetes and hypertension can be brought on by dietary deficiencies. The human body receives the nutrients from a balanced diet to function properly. This research has a prototype that enables patients to find nutritious food according to their health preferences. It suggests meals based on their preferences for nutrients such as protein, fibre, high-fibre, low-fat, etc., and diseases such as pregnancy and diabetes. The process implements the recommendation based on the patient's profile (content-relied, K-NN), recommendation relied on patients with similar profiles, and recommendation based on the patient's past or recent activity.




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Preserving and delivering audiovisual content integrating Fedora Commons and MediaMosa

The article describes the integrated adoption of Fedora Commons and MediaMosa for managing a digital repository. The integration was experimented along with the development of a cooperative project, Sapienza Digital Library (SDL). The functionalities of the two applications were exploited to built a weaving factory, useful for archiving, preserving and disseminating of multi-format and multi-protocol audio video contents, in different fruition contexts. The integration was unleashed by means of both repository-to-repository interaction, and mapping of video Content Model's disseminators to MediaMosa's Restful services. The outcomes of this integration will lead to a more flexible management of the dissemination services, as well as to economize the overproduction of different dissemination formats.




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FISHNet: encouraging data sharing and reuse in the freshwater science community

This paper describes the FISHNet project, which developed a repository environment for the curation and sharing of data relating to freshwater science, a discipline whose research community is distributed thinly across a variety of institutions, and usually works in relative isolation as individual researchers or within small groups. As in other “small sciences”, these datasets tend to be small and “hand-crafted”, created to address particular research questions rather than with a view to reuse, so they are rarely curated effectively, and the potential for sharing and reusing them is limited. The paper addresses a variety of issues and concerns raised by freshwater researchers as regards data sharing, describes our approach to developing a repository environment that addresses these concerns, and identifies the potential impact within the research community of the system.




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Cognitive biases in decision making during the pandemic: insights and viewpoint from people's behaviour

In this article, we have attempted to study the ways in which the COVID-19 pandemic has gradually increased and impacted the world. The authors integrate the knowledge from cognitive psychology literature to illustrate how the limitations of the human mind might have a critical role in the decisions taken during the COVID-19 pandemic. The authors show the correlation between different biases in various contexts involved in the COVID-19 pandemic and highlight the ways in which we can nudge ourselves and various stakeholders involved in the decision-making process. This study uses a typology of biases to examine how different patterns of biases affect the decision-making behaviour of people during the pandemic. The presented model investigates the potential interrelations among environmental transformations, cognitive biases, and strategic decisions. By referring to cognitive biases, our model also helps to understand why the same performance improvement practices might incite different opinions among decision-makers.




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Human-Computer Interaction Gearing Up for Work




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Manufacturing Organizational Memory: Logged Conversation Thread Analysis




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Exploring Change and Innovation by ICT Teaching Staff in the New Zealand Polytechnic Sector




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Restructuring an Undergraduate Database Management Course for Business Students




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Exploring the Research Ethics Domain for Postgraduate Students in Computing




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On-line Learning and Ontological Engineering




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Preparing Teachers for the Challenges of Technology Integration




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Automatically Generating Questions in Multiple Variables for Intelligent Tutoring




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ISExpertNet: Facilitating Knowledge Sharing in the Information Systems Academic Community




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Exploring the Key Informational, Ethical and Legal Concerns to the Development of Population Genomic Databases for Pharmacogenomic Research




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Advanced Data Clustering Methods of Mining Web Documents




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Development of Scoring Rubrics for Projects as an Assessment Tool across an IS Program




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What Makes Valuable Pre-experience for Students Entering Programming Courses?    




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Preparing Undergraduate Students for IT Certification




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ICT Strategy in an ICT User Perspective: Exploring Alignment between ICT Users and Managers




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Exploring the Influence of Cultural Values on the Acceptance of Information Technology:  An Application of the Technology Acceptance Model




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The Discovery Camp: A Talent Fostering Initiative for Developing Research Capabilities among Undergraduate Students




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Accreditation of Monash University Software Engineering (MUSE) Program




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Improving Progression and Satisfaction Rates of Novice Computer Programming Students through ACME – Analogy, Collaboration, Mentoring, and Electronic Support




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Lean Supply Chains, JIT and Cellular Manufacturing – The Human Side




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Comparing Two Program Contents with IT2005 Body of Knowledge




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Capturing the Mature Traveler: Assessing Web First Impressions




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Evaluation of a Suite of Metrics for Component Based Software Engineering (CBSE)




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Securing Control Signaling in Mobile IPv6 with Identity-Based Encryption