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Students have been slow to adopt e‐textbooks even though they are often less expensive than traditional textbooks. Prior e‐textbook research has focused on adoption behavior, with little research to date on how students perceive e‐textbooks fitting their needs. This work builds upon Task‐Technology Fit (TTF) and Consumer Acceptance and Use of Technology (UTAUT2) theory to present a student‐perspective model of e‐textbook usage. By contextualizing TTF and UTAUT2 to e‐textbooks, the research fills a gap in the literature and provides guidance to researchers and practitioners. The goal of the research is to understand how students perceive their task of learning to fit with e‐textbook technology, and how that fit influences e‐textbook usage and expected performance in their classes. To achieve this goal, the research develops a model to test the relationship between perceived TTF of e‐textbooks and UTAUT2‐defined user characteristics that encourage adoption behaviors, thus facilitating student learning. The findings show that four factors impact a student's perceived TTF: substitution, habit, hedonic motivation, and facilitating conditions. Furthermore, perceived TTF positively correlates with students’ e‐textbook usage and expected performance in classes when using e‐textbooks. While price value exhibits a measurable effect on e‐textbook utilization, it is a minor factor.  相似文献   

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We describe our process for transforming a traditional, core operations management/supply chain management (OM/SCM) course into an experiential, integrated, and coordinated course. We developed a vison to create a course that all business majors would find engaging and relevant and that faculty would teach consistently and at the same level of rigor. A primary result was three new learning outcomes that focused on concept integration across operations, the supply chain, and the business. We specifically focused on decision trade‐offs and the effects of OM/SCM decisions on other parts of operations, the supply chain, and the business. The redesigned course has been implemented for three semesters. Our experiences offer new insights for redesigning and coordinating an OM/SCM core course and a process that can be implemented in other redesign efforts.  相似文献   

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Understanding bottlenecks is an in‐class experiential learning exercise designed to improve students’ understanding of production system capacity issues. After an introductory teaching session on capacity and constraint management, students are formed into groups of six to assume the roles of one raw material handler, four production workers, and one finished goods receiver and are asked to produce 20 units of product beta. Prior to the start of the exercise, the students are asked to predict the completion time of the 1st, 10th, and 20th units of product beta. When all 20 betas are completed, students compare their predicted completion times to the actual completion times. The results of the game show that while students can easily identify the system's bottleneck, they often have difficulties distinguishing the practical implications of the process time of the system versus the process cycle time; thus, their predicted completion times of the 10th and 20th units are typically overinflated compared to actual completion times. A debrief session is then used to solidify students’ understanding of the relationship between bottlenecks and capacity. The exercise is well‐received and highly rated by students; furthermore, it is not resource‐intensive, requiring 40‐45 minutes of classroom time, 20‐25 strips of paper per group, and a visible stopwatch.  相似文献   

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Rather than providing all the required information as classroom exercises typically do, this international purchase and intermodal transportation competitive in‐class exercise intentionally holds back selected supply chain details. This inquiry‐based learning (IBL) approach simulates a real‐world Distribution Requirements Planning scenario by requiring students to identify what information they need and seek out those details from the instructor while competing with fellow student groups. In this 20‐30 minute exercise students are challenged to identify the all the necessary supply chain activities required to effectively ship patio swings from a supplier in China to a national retail chain in time for a spring sale. Generating the benefits of improved critical thinking in a fraction of the time required for traditional IBL, the approach is best described as a Partial Information Exercise. A student survey (n = 310) found that students strongly supported the inquiry approach, it generated significantly increased interest in global supply chain management roles and responsibilities, and over 91% of participants recommended the exercise continue to be part of the introductory operations and supply chain management course.  相似文献   

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Although role‐plays can be effective teaching tools for buyer‐supplier negotiation, learning can be somewhat limited because typically novices are negotiating with each other. We describe how we collaborated with a corporate partner, CACI International, to develop and implement a repeatable sourcing and negotiation role‐play that helps to address this limitation. The role play, used in a dual listed undergraduate/MBA strategic sourcing course, covers the sourcing process from strategy development, solicitation, bidding, negotiation, and supplier selection for security services. The unique aspect of the role play is that CACI supply managers assume the role of suppliers throughout the activity including during phone negotiations with student teams. Content analysis of student reflections and a student survey show that the highest degree of perceived learning from the role‐play was in the negotiation. Ways to modify the role‐play approach when you do not have strong corporate partnerships are discussed.  相似文献   

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Faculty and students are increasingly faced with the opportunity to use electronic versions of textbooks (e‐texts). Despite the advantages of e‐texts and recent advances in technology, evidence suggests that students are still reluctant to adopt and use e‐texts. This situation leads us to investigate two research questions: What factors contribute to students’ acceptance of e‐texts? Are there differences between hardcopy texts and e‐texts when it comes to course grade? We draw on a variety of perspectives (i.e., psychology, management information systems, economics, environmental studies) to build a framework that allows us to determine the motivations of students for adopting e‐texts, and the learning outcomes of e‐text adoption. Data was collected via a survey administered in the business school of a metropolitan university with approximately 20,000 students, located in the western United States. Results suggest that perceived ease‐of‐use and the price of e‐texts relative to hardcopy texts are two key motivators in e‐text adoption, while perceived usefulness, Internet self‐efficacy and environmental concerns are not significant motivators. However, there was no significant difference in the grades of e‐text adopters compared to hardcopy adopters. We conclude this paper by discussing the implications of our findings for educators.  相似文献   

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Students select majors like supply chain management largely because they want to obtain a high‐paying job at graduation. They expect that after 4 or 5 years of studies, they will be ready to achieve early‐career success. Data, however, reveal that students often are not prepared. Recruiters are noticing. In various studies, employers say that a large majority of graduates are not workplace ready. We argue that this readiness gap results from a mismatch between academia's focus on knowledge transfer and employers’ expectations that new hires possess real competencies. To remedy this readiness gap, we redesigned our curriculum to adopt a deliberate practice pedagogy. What have we learned? Deliberate practice is hard work. Both faculty and students must learn and practice new behaviors. The good news: deliberate practice helps students acquire real expertise that recruiters value. This article makes the case for deliberate practice and outlines a proven path to transformation.  相似文献   

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We develop a single‐class period learning game for the Plan‐Do‐Study‐Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem‐solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include increased student attention, engagement, and learning. Empirical tests show that participant pre‐ and post‐test scores regarding their understanding of each phase of PDSA improved 21.2% after completing the game. Additionally, the treatment group performed 16.6% higher than the control group. In participant perception questions, 85% of participants felt the game was more effective than lecture or reading, 93% felt the game was fun, 95% felt the game improved their understanding of PDSA, and 98% felt the game was engaging.  相似文献   

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This research describes a DuPont Model activity used in an introduction to business course. An in‐class activity stimulated students’ confidence in their ability to apply the fundamental accounting principles building upon students’ knowledge of a lemonade stand. Accounting is often viewed by students in introductory courses as “a foreign language,” with common reactions by students of fear and anxiety about financial statements and financial ratios (Borja; Brazelton; Deer, Gohn, and Kanaya; Eber and Parker; and Goh and Scerri). The DuPont Model was developed to visually connect an income statement and the balance sheet to five common financial ratios. Using a preactivity and a postactivity questionnaire and 76 matched pairs of student responses, changes or differences in two student self‐efficacy measures were found. Over one‐half of these student pairs showed increases or improvements in these two self‐efficacy measures from preactivity to postactivity, implying that the DuPont Model positively influenced these self‐efficacy measures. Correlation analysis also showed meaningful, positive correlations among students’ self‐efficacy differences and their attitudes toward accounting. Furthermore, students’ perceived characteristics of the DuPont activity are significantly and positively correlated with students’ attitudes toward accounting. Finally, the results of the study are encouraging to the authors to continue using the DuPont Model activity.  相似文献   

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The article describes a multi‐phase, in‐class simulation that employs problem‐based learning to teach operations and process‐improvement concepts as part of an undergraduate or graduate business course. The simulation is derived from a corporate Lean Six Sigma training activity and has been modified to introduce, demonstrate, and apply a wide range of business concepts relevant to operations and supply chain management, including the use of operational and financial performance measures in decision making. The activity is scalable for small‐ to medium‐size classes with multiple student groups and may be deployed as a stand‐alone, in‐class exercise spread over several class meetings or incorporated into a larger, semester‐long process‐improvement project for multiple student groups. The simulation emphasizes problem‐solving, teamwork, and intra‐firm cooperation in addition to 20–30 other business concepts, tools, and measures that may be incorporated.  相似文献   

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Project Management is an important skill for business students to develop. Although project‐oriented activity is very common, the success rate for projects is poor. Many projects fail due to poor planning. This article describes a multipart class exercise used to teach elements of a project management methodology to undergraduate and graduate business students. Over the course of the eight‐part exercise, student teams iteratively develop a project plan and Gantt chart, an initial and detailed project charter, a variance analysis model, and a status report. Students are taught an iterative top‐down planning process using a technique we term the ODW (Objectives–Deliverables–Workplan) model. Students are introduced to Microsoft Project and use the tool to develop a project plan that becomes part of a more detailed Project Charter. In the final stages of the exercise, students collect results, update their plan, and produce a project status report.  相似文献   

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Business students appreciate working on classroom projects that are both enjoyable and useful in preparing them for future careers. Promoting competition among project teams is also used as a method to motivate students. The Humanitarian Logistics Project (HLP) teaches undergraduate students the logistical implications of unsolicited material donations in disaster relief. To encourage competition, students are organized into teams of three and tasked with designing humanitarian public service announcements (PSAs) that improve their understanding of humanitarian issues in the general public. These announcements are then submitted to the national PSAid (Public Service Announcements for International Disasters) contest for American college students. The exercise is rigorous because it requires students to collect logistical data and use it to communicate the principle of smart compassion to the public in a creative fashion. Moreover, not only do students learn about topics related to humanitarian logistics by competing with other college students nation‐wide, but also do they make a socially responsible contribution to the public. Analysis of survey data shows that students’ learning outcomes from the HLP are significantly greater than those for other supply chain topics covered in class, and that student satisfaction with the HLP is high.  相似文献   

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One distinctive requirement of Executive Education is the need to integrate the corporate experiences of participants and frame them within a common body of knowledge wherein experiences can be shared, analyzed, and absorbed by all participants. What might customarily arise out of classroom camaraderie must now be technologically designed and supported from the outset in online executive education. Our research question is: What can be done to develop online executive programs that utilize the richness of executive experiences as the foundation for analyzing, comprehending, and retaining key concepts learned throughout the course? Storytelling is proposed as a method to capture and use corporate experiences of participating executives in meaningful ways while developing a strong social presence among participants online. This study explores organizational stories, identifying unique story elements and their purposes, and discussing how they can be introduced into online executive courses through modeled behavior, a part of social cognitive theory. Storytelling is compared to traditional case studies and chat rooms. While storytelling may be more difficult to implement, there are significant advantages to storytelling, including making the experience more real, increasing comprehension of concepts, and improving the retention of knowledge.  相似文献   

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Multiround business simulation games have been gaining popularity in higher education. However, certain aspects of experiential learning of individual students in the game remain unaddressed in research literature. Team assessments, such as team papers, appear a common, “natural” choice given the team‐based nature of the games but may potentially mask individual learning outcomes. In this study we use a qualitative method to glean from individual students’ papers a deeper understanding of the process of learning of individual students in a team‐based, multiround business simulation game. Our findings indicate that individual and timely assessments are necessary to identify cases of not meeting the expected individual learning outcomes for the instructor's corrective intervention. This study contributes to the understanding of the process and outcomes of student learning in a multiround business simulation game, methods of teaching a supply chain and operations class with a simulation, and methods for better aligning course goals and assessments.  相似文献   

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Despite the need for information technology knowledge in the business world today, enrollments in information systems (IS) courses have been consistently declining. Student performance in lower level IS courses and student assumptions about the level of difficulty of the courses seem to be reasons for lower enrollments. To understand how student motivation may explain learning outcomes in introductory IS courses, this study investigates the impact of intrinsic and extrinsic academic motivations as framed by self‐determination theory on two measures of learning outcomes: (1) student self‐reported measures of learning and (2) actual grades obtained in courses and course components. Using 269 student responses collected in a second‐year undergraduate core course and a first‐year MBA core course, both of which are offered in a traditional face‐to‐face classroom environment, study hypotheses are analyzed. Results indicate that the motivational model explains both the affective and cognitive perceptions of learning held by students. In examining overall grades and grades in course components, the motivational model, however, was unable to sufficiently explain student performance. Data also indicate that there are significant differences between undergraduate and graduate students in terms of their motivation and learning outcomes.  相似文献   

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Within the classroom it is often difficult to convey the complexities and intricacies that go into making sales and operations planning decisions. This article describes an in‐class simulation that allows students to gain hands‐on experience with the complexities in making forecasting, inventory, and supplier selection decisions as part of the sales and operations planning process. The activity may be run during one class period and is flexible enough to accommodate almost any class size. During the simulation, students may apply forecasting techniques, inventory management concepts, and supplier selection processes, while experiencing the effects of supply chain disruptions. This simulation is recommended to be used after forecasting, inventory management, and supplier selection topics have been discussed. An overview of the exercise and evidence of its effectiveness is provided.  相似文献   

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Experiential‐based mini‐demonstrations are useful to facilitate student learning on a wide variety of topics. The purpose of this teaching brief is two‐fold: (1) it outlines a useful mini‐demonstration to teach attribute control charting when the sample size is unknown, and (2) adds additional proof that experiential methods positively impact upon student learning. The goal of this mini‐demonstration is to assist undergraduate and graduate students to develop their hands‐on statistical quality control charting and quality management concepts. By using this mini‐demonstration in one operations management class and not another, students that participated in this mini‐demonstration performed significantly better (p= .05) than their counterparts in testing. The mini‐demonstration may be extended to include computer integration, used in small or large class sizes, and provides an efficient, effective use of classroom time to develop concepts.  相似文献   

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