Executive Functions and Information Systems Learning
2022 | Management Information Systems Quarterly | Citations: 0
Authors: Sullivan, Yulia; Davis, Fred; Koh, Chang
Abstract: Information systems (IS) are complex and effortful, placing ever-greater demands ...
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Abstract: Information systems (IS) are complex and effortful, placing ever-greater demands on humans’ executive functions. Executive functions, general-purpose control processes that regulate one’s thoughts and behaviors, are the subject of growing investigation in cognitive psychology. The present research examines the relationship between individuals’ executive functions and IS learning. Using neuropsychological methods from cognitive psychology, we measured three key dimensions of executive functions: working memory, shifting, and inhibition. Two empirical studies were conducted. Study 1 tested the relationship between executive functions and IS learning in a self-paced offline learning environment. Study 2 replicated Study 1 and extended it to include a comparison of two self-paced online learning methods: behavior modeling and text-based learning. Both studies found significant effects of executive functions on IS learning after controlling for known IS learning determinants. Study 2 also showed that declarative knowledge was higher for behavior modeling than for text-based learning. Overall, our research highlights the influence of executive functions on IS learning. This research advances knowledge about determinants of IS learning and opens important research avenues for gaining deeper insights into cognitive mechanisms underlying effective IS learning.
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Semantic filters:
skill acquisition theory
Topics:
online learning system self efficacy database system perceived ease of use perceived usefulness
Theories:
social cognitive theory skill acquisition theory Baddeley's model of working memory flow theory resource allocation theory
Playful Design Elements and Stages of Player Experience in Gamification
2017 | International Conference on Information Systems | Citations: 0
Authors: Tseng, Shih-Lun; Sun, Heshan
Abstract: Gamification, a trend that applies game design elements to non-game contexts, ca ...
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Abstract: Gamification, a trend that applies game design elements to non-game contexts, can be seen in education, health, finance, and various other contexts. However, many of these applications miss key game design mechanics that motivate play. Little design guidelines exist regarding key features. To address this issue, we focus on game design elements that promote exploration, creation, and pretending. Furthermore, we posit that based on a users’ stage of experience with a gamified system, these design elements have varying effects on how users interact with the gamified system.
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Semantic filters:
skill acquisition theory
Topics:
gamification usability human computer interaction online learning system open source