Inclusion of gamification elements in the context of virtual lab environments to increase educational value

F Shadbad, G Bahr, A Luse… - AIS Transactions on …, 2023 - aisel.aisnet.org
Previous research on gamification and virtual laboratories has suggested that both produce
successful educational outcomes, but few studies have looked at both gamification and …

Using a virtual lab network testbed to facilitate real‐world hands‐on learning in a networking course

A Luse, J Rursch - British Journal of Educational Technology, 2021 - Wiley Online Library
Engineering and technology educators continually strive for realistic, hands‐on laboratory
exercises to enhance their students' learning. This research describes the redesign of an …

Antecedents of Self-Efficacy and Task Performance in Hotel Services: The Case of Internship Students in China

Z Luo, J Weinland, F Okumus - Journal of Hospitality & Tourism …, 2023 - Taylor & Francis
Focusing on self-efficacy and social learning theories, this study investigates the mechanic
of hotel student interns' self-efficacy and task performance. Since student interns are one of …

From general to situational privacy concerns: a new mechanism to explain information disclosure in social networks

B Davazdahemami, B Hammer, P Kalgotra… - Communications of the …, 2020 - aisel.aisnet.org
Today, people spend many hours each day on social networking sites where they share a
great deal of information with others. Prior research has shown that, unlike many other …

Using Virtual Laboratories to Teach Realistic Hands-On IoT Training in Remote Settings

C Krieger, A Luse, C Baham - Communications of the Association …, 2023 - aisel.aisnet.org
With an excess of interconnected devices, Internet of things (IoT) technologies offer an
exciting area for information systems researchers; however, the inherently physical nature of …

Best of both worlds: The inclusion of gamification in virtual lab environments to increase educational value

F Shadbad, G Bahr, A Luse, B Hammer - 2023 - aisel.aisnet.org
Previous research investigating gamification and virtual laboratories has suggested that
both are successful in educational outcomes, but few have looked at both gamification and …

[PDF][PDF] The role of parallelism in resolving the privacy paradox of information disclosure in social networks

B Davazdahemami, B Hammer, A Luse, P Kalgotra - 2018 - researchgate.net
In this study, by developing a new conceptual model and empirically testing it using a
scenario-based survey conducted on a group of 180 Facebook users, we address the …

Utilizing a virtual internet Testbed and private cloud to teach organizational cloud integration

C Krieger, A Luse - 2022 - aisel.aisnet.org
Cloud based technologies have steadily diffused into corporations, and even while
educational institutions have adopted such resources to improve student experiences, little …

The Longitudinal Impact of IT Self-Efficacy and Interest on Intent to Major

Q Wang, A Luse, J Rursch - Journal of the Midwest Association for …, 2024 - aisel.aisnet.org
Although enrollment in information technology has increased, it cannot match the growth of
the IT labor market with more students needed to enter into the IT field to fulfill demand. This …

The Group Level Contextual Support of IT Self-Efficacy on Individual's Choice to Major in IT: A Multilevel Examination of the Rising Tide Raises All Boats Axiom

JA Rursch, A Luse - 2019 IEEE Frontiers in Education …, 2019 - ieeexplore.ieee.org
This paper examines group-level social support and barrier effects on the individual intent to
major in information technology (IT) using the social cognitive career theory (SCCT.) For the …