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資管個案-The design and the formative evaluation of a Web-based course for simulation experiences

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(1)

The design and the

The design and the

formative

formative

evaluation of a

evaluation of a

Web-based course

Web-based course

for simulation

for simulation

experiences

experiences

(Computers &

(Computers &

Education, 2006 )

Education, 2006 )

Tao, Y.-H.

Tao, Y.-H.

Guo, S. and Lu, Y.

Guo, S. and Lu, Y.

亞太工商管理研究所:資訊管理個案

(2)

Background-Importance of Computer Simulation

Importance of Computer Simulation

• An important skill

– a seasoned professional in operation research/management scienc

e (OR/MS)

(Dyer, Bean, Dewald, Gepfert, & Odoni, 1993)

– a critical OR tool in the industry

(Nelson, Bradbard, Ledbetter, & Cox, 1987)

• A typical simulation process

(Taylor & Hurrion, 1988a, 1988b)

– formulation

– programming

– verification

– validation

– experiment design and analysis

– recommendations

(3)

Background

Background

Learning Time

Learning Time

• Shannon (1985) estimated that one needs

to receive

at least 720 h of formal class

instruction plus another 1440 h of outside

study’’

to acquire the basic simulation

tools

• This does not include the

extra effort

required to gain

real-world experience

in

(4)

Background

Background

Classroom Learning

Classroom Learning

• Students usually take

only

one

simulation

course

• Time constraints : often limited to

simulation concepts

,

modeling

and

programming

(Lu, 2000; Rohrer & Banks, 1998)

• Simulation

design and analysis

– is

simplified

and receives a lower priority

– most students consider it a much more

difficult topic

• However, a successful simulation application depends heavily

on the

effectiveness of simulation statistical analysis

• Thus,

efficient learning

of

effective simulation statistical

analysis

merits more research

(5)

Background-CBT

CBT

• Computer-based training

(CBT) has been widely applied in learning

after the burgeoning

popularity of personal computer

in the

eighties

• According to the

survey

of Whitehouse and Pellegrin(1995),

utilizing personal

computer and software

to raise the knowledge of

students can

save up to70% of training time

• Recent popularity of

Internet

has brought more benefits into

traditional CBT learning

– 24 -7 availability

– better interactions between students instructors

– virtual classroom space

• An

asynchronous

web-based CBT system can serve as an

after-hour teaching assistant

to traditional classroom learning

(6)

Objective

Objective

• The

tacit knowledge

of

experiential

simulation analysis is

not

included in major

English

textbooks

, nor are these

simulation-related CBT systems currently

available to the public

to our knowledge

• Objective

– to explore the design of a web-based CBT

system that can assist the beginners to study

effective simulation analysis experience in an

efficient way

(7)

Literature –

Literature –

Content of experiential simulation

statistical analysis

• Teaching

both

the

knowledge and the

experiences

of simulation statistical analysis are required to help

novice acquire effective problem-solving skills (Tao,

1999)

• Experience

is a broad term and the possible

categories of simulation experience include

– high level

simulation-analysis framework

– practical simulation-analysis

models

– collections of simulation

tactics

– case studies

from the software companies, consulting firms

or conference proceedings

– useful simulation-analysis

processes in the literature

Only tactics

could not be

found in the

references

(8)

Literature –

Literature –

Content of experiential simulation

statistical analysis

• The

practical experience

of simulation statistical analysis

– received less attention in the literature

– Mellichamp and Park (1989), Ramachandran, Kimbler, and Naadimuthu (198 8), Taylor and Hurrion (1988a, 1988b), and Tao and Nelson (1997) were t he only few who had investigated simulation analysis

• On the

applications

, Goldsman, Nelson, and Schmeiser (1991) describ

ed their simulation

problem-solving processes

that solved an airlin

e reservation system problem using

three different approaches

, all

reaching the same conclusion

• Tao and Guo (2000) proposed a

mental model

for simulation statistic

al analysis, which included two cognitive guidelines, two design in

dicators and a heuristic problem-solving process

• They

cannot

be easily

organized for or shared

during the classroom

settings

(9)

Literature –

Literature –

Concept of interactive system design

• Norman (1986) proposed a seven-stage model of interaction

development

– The evaluation measures the final interpretation against the initial goal – Goal setting is the most important foundation for any interactive

system development.

– Newman and Lamming (1995) pointed out that supporting activity, form of solution, user, and level of support are important elements of problem definition

• Newman and Lamming (1995) also proposed a

method for

conceptual design

– identifying the form of mental model, – hiding the mental model,

– encouraging the acquisition of this mental model by providing a suitable system image

– analyzing the design by means of detailed cognitive walkthrough – applications of design heuristic and guidelines

(10)

Literature –

Literature –

Concept of interactive system design 2

• Guidelines:

– Used when not familiar with conceptual design (Shneiderman, 1992)

– Knowing, selecting, and applying design guidelines are very important a s design guidelines may have supplemental, conflicting, or overlapping effects.

– Too many design guidelines, the marginal effect shows

– Good references for design guidelines (Shneiderman, 1992; Nielsen, 2000 ; Johnson, 2000)

• Evaluation is to support the design,

formative evaluation

is prefer

red (Preece et al., 1996).

(11)

Literature –

Literature –

Characteristics of Web-based CBT

• Criticism

– schools for rushing into distance learning by offering inexpensive ‘‘ plug and pay’’ courses, and claimed that online learning cannot repla ce life on a real campus (Ubell, (2000)

– a rebottling or a new brew (Wiesner, 2000)

– limitations and pitfalls in web-based education as a major field of res earch and a hot area of applications (Ausserhofer, 1999)

• 80% of asynchronous learning and 20% of the synchronous learning

fo

r better learning experience. The driving forces behind their 80/20

model were three learning models, including Gagne’s nine instructi

onal events (Danchak, Jennings, Johnson, and Scalzo, 1999)

(12)

Literature –

Literature –

Characteristics of Web-based CBT2

• Zu and Chang (1998) organized the

taxonomy of learning styles

for C

BT,

– constructive learning – situated learning – case-based learning – apprenticeship learning – project-based learning,

– story-based learning and collaborative learning

• Examples:

– a dynamic guidance using quiz functions for web education, which uses f unctions of on-line quiz, student profile, dynamic student grouping, an d user interface agent to provide interactive guidance function during learning (Okada, Tarumi, & Kambayashi, 2000)

– a hybrid course delivery model emphasizing the involved activities, in which hands-on experience and mini-lecture are two major components (Si ddiqui & Zubairi, 2000).

(13)

Research design and scope

Problem definition

• ‘‘to design an efficient yet effective web-based CBT course to assist the simulation novice learn simulation tactics in conjunction with the traditional classroom learning’’

• The design of this web-based CBT course focused on the experiential part

of simulation statistical analysis and the learning-enhancement interactions.

• The target users were college students with basic statistical training and had learned or were in the process of learning simulation

• effectiveness was accomplished by embedding simulation statistical expertise in the CBT course

• efficiency was achieved by combining the learning of basic knowledge of simulation analysis in-class and the learning of simulation statistical

(14)

Research design and scope

User profile

• To meet

Usability goals

, we first

profiled the

targeted user

group based on our observations:

– the user was

computer literate

but might not be at the

expert level

– had

web experience

but minimum contacts with web

learning systems

– had

knowledge

of introductory

probability and statistics

but might not be familiar with statistical software

– liked to

practice during learning

– cared more about

quality but not quantity of learning

– wished to

gain problem-solving skill

in a short period of

time

– was interested in

learning

simulation statistical analysis in

a

less stressful environment

(15)

Research design and scope

Model of experiential simulation

analysis

• A three-level model

– contextual

problem-solving guidelines

– problem-solving

process

– learning-unit design

• It could easily provide a

customized

learning experience for n

ovice through a mixture of what Zu and Chang (1998) called

con

structive learning

,

situated learning and case-based learning

.

• In particular, the

situated learning was incorporated into the

case-oriented learning

as focused scenarios

finest tactics the expert applied to solving a probl em, and were embedded in t he problem-solving process

specifically designed for the novice

the segmentation of the lea rning contents, which inclu ded both the guidelines and

(16)

Research design and scope

Interaction design guidelines

• The challenge was to

select, apply, and confirm a set of design

guidelines

that aggregated to an acceptable level of

usability

goal

• Based on our previous experience and study (Tao, 2000),

trial-a

nd-error

approach and hoped to achieve

80% of intended goals

wi

th a minimum set of guidelines.

• This research applied

– instructional design guidelines proposed by Gagne’ et al. (1988)

– interface design guidelines proposed by Zu and Chang (1998), Dix, Finlay, Abowd, and Beale (1998), Marcus (1992) and Shneiderman (19 92)

– self-inducted guidelines from experiences and observations over th e Internet

(17)

Research design and scope

Evaluation design

(a) User’s testing evaluation.

– informal evaluation on the initial design of the teaching system and the interface,

– users provide feedback as much as possible and as early as possible.

– observation and audio recording

– retrospective interviews and verbal protocol analyses (b) Expert’s constructive and executive evaluation

– internal validation checks of the learning material were performed by two simulation-analysis professors and a graduate student.

– evaluate the contextual design, instructional style and interface design from external experts perspective by three experts heuristic evaluation

– retrospective interviews

(c) User’s summative evaluation

– understand the usability and learning effects of the final prototype system

– beginners who had one year of probability and statistics, and one simulation class – The subjects were divided into

• the control group who studied the written material

• the experiment group who operated the CBT system

(18)

Design of prototype

Contextual problem-solving guidelines

• based on

– framework and the concept of sequential experim

ent from Tao and Nelson(1997)

– expert experiences from Goldsman et al. (1991)

and Kleijnen (1987)

• Not comprehensive but adequate

to validate

the experts problem-solving processes and t

o derive a simple and useful flow to assist

the learning of an online simulation analys

is system

(19)
(20)

Design of

prototype

Problem-solving

process

(21)

Design of prototype

Contextual problem-solving process

Step 1 judges the type of system and may apply guideline 2-1.

Step 2 decides on a project to start with and may apply guidelines 2-3 and 2-4.

Steps 3 and 4 determine whether or not to apply variance reduction technique (VRT), such as Common Random Number (CRN). Step 5 simulates minimum data for planning next design and may apply guidelines 1-1 and 1-2.

Step 6 enters the pilot run procedure that starts with experimental design (guidelines 3-1, 3-2, 3-3, and 3-4), followed by simulation execution and output data analysis (guidelines 2-2, 4-2, 6-3, and 6-4). At the end, guideline 4-1 may be used to judge whether remaining execution time is enough.

Step 7 compares alternative systems and draws conclusions based on guidelines 5-2, 5-3, and 6-2.

The above process is based on the multiple system comparison.

For single system evaluation, the process still starts with Step 1, but skips Step 7.

To incrementally design and evaluate simulation problems. It is intended to be a simplified expert model for beginners and emphasizes learning problem solving while building an appropriate mental model

(22)

Design of prototype

Learning-unit design

• The learning environment includes five major instruction units

– Learning guidance provides a roadmap for three different skill levels of users.

– Introduction to simulation briefly introduces simulation characteristics, applicable domains, and its pros and cons.

– Simulation theory presents fundamental simulation knowledge that includes theory and techniques in input/output data analysis.

– Design strategy includes both the problem-solving guidelines and problem-solving process as described in Sections 4.1 and 4.2.

– Case-oriented learning assists the users to learn from solving a problem using embedded guidelines and expert process. This is the major

(23)

Design of prototype

Interaction design guidelines and

demonstrations

The left side of screen shows the five teaching units (circle A). The discussion of the r ight side of the screen is divided into eight parts as follows.

(1) The upper screen shows the path of the learning contents (circle B), ‘‘case-oriente d learning > single system instance > steady state > start simulation > determining s ample size’’, which not only indicates current position, but also provides hyperlin ks to previous screens.

(2) Clicking on the palm-like image near the right edge of the screen (circle C), a windo w pops up that explains the purpose of current page. This applies the guideline for p roviding instant online help on an as – needed basis. The first two parts, (1) and (2), apply guidelines of avoiding lost, reducing short – term memory load, stimulati ng recalls of prior learning and providing convenience reversal browsing.

(3) The center of the main screen displays the dialog between the user and the system. As indicated by the path in (1) above, the current step is determining the initial sampl e size at the very beginning of the simulation process. The system prompts the user t o decide the sample size and simulation time. The user can click on the hyper-linked phrases ‘‘sample size’’ or ‘‘simulation time’’ (circle D) for explanations be fore making decisions. The applicable guidelines are providing online help for critic al terminology and hiding unnecessary information.

(24)

Design of prototype

Interaction design guidelines and

demonstrations

(4) The prompted system message in (3) is shown in the black color with blue underline

representing hyperlinks. The prompted question asking for sample size is shown in the red color with five green buttons for selection. The guidelines applied here are using up to seven colors for segmenting different purposes of information and providing stimulus materials with distinct features.

(5) The green buttons (circle E) provide alternative answers to the current question. If an inappropriate answer is chosen, the system brings up an explanation window instead of proceeding to the next step. After the user exits the pop-up window, the system retains the same question until appropriate answers are selected. The purpose is to provide situated learning environment, emphasize constructing knowledge by user, provide information feedback and provide learning guidance.

(6) The question in the dialog actually represents one of the difficult decisions of

simulation statistical analysis for beginners. Experiential guideline 1-1 is hidden during the process described in (5).

(7) A little flow diagram (circle F) appears on the right side of the screen, just above the blue palm-like image. Clicking on the image will display a full screen of the problem-solving flow diagram as seen in Fig. 2. The shaded blue area (arrow G) within the flow diagram represents the current step of the problem-solving process. The guidelines applied are providing recall of prior learning and providing learning guidance.

(25)
(26)

Design of prototype

Interaction design guidelines and

demonstrations

Fig. 4 displays a similar screen as shown in Fig. 3 except without the palm-like image and the red color question. The purpose is to be consistent and providing only necessary

information or functions.

(1) The bottom of the screen shows a pink question mark (arrow A). Clicking the image will pop up the explanation (of initial bias detection) for that option. It is a similar function like the palm-like image in Fig. 3 but only applicable when the user needs to choose the next step. The applicable guideline is also providing instance online help on a needed basis. (2) Either the palm-like image or the pink question mark provides optional online help.

However, the user may not know their usage at the first glance. Therefore, the system provides balloon help (arrow B as shown in the bottom edge of the screen) that offers a brief explanation when the cursor is near the image. The purpose is to provide interactive proactive clues.

(3) The screen layouts in Figs. 3 and 4 address the concise guideline by adapting the following features: page-long content, short paragraphs, wide spacing between paragraphs and sentences, hiding unnecessary information with hyperlink, color segmentation,

hierarchical information with selection buttons, and primary information in the middle with bright background color.

(4) In order to retain users learning interests for long hours of complicated and difficult domain knowledge and experience, the system embeds cartoon or scenic images in the learning activities as well as background music to entertain the users.

(27)
(28)

Evaluation and conclusion

Testing evaluation

• This stage evaluated the early prototyping system through observation and interviewing of users, who each performed a 50-min experiment as shown in Table 1. Since this was a developmental stage evaluation, the goal was to validate whether the design concept met the users needs

• Table 2 summarizes the evaluation results Two subjects participated in the experiment.

– The first subject, who had a simulation course, focused more on the content and had responded with 12 questions

– The second subject, who never had a simulation class, was interested on the interface and had more questions about the color design and the layout.

• On the content

– the first subject clearly knew what to expect and thought that some descriptions of simulation concepts were too tedious and the wording should be more precise

– the second subject was obviously troubled by many unfamiliar terms

• On the color design and the layout

– the second subject endorsed the use of buttons, lists, and tables – the first subjects main concern was the colors of the text.

(29)
(30)
(31)

Evaluation and conclusion

Constructive and executive evaluation

• This stage of evaluation was conducted after the framework

of the prototype system was drafted

with little details

• The goal was to understand the

learning material

and the

appropriateness of the teaching and interface design

• Four domain experts

participated in the evaluation of the

prototype framework. Each expert explored the system

differently with

an average time of 80 min

.

• Opinions were collected

during the operations

and

(32)
(33)

Evaluation and conclusion

Summative evaluation

• We conducted a

user evaluation to 30 university students

who had a 3-credit-hour simulation introductory course

• The students were divided into

• a

control group

studying a written material

• an

experiment group

operating the CBT prototype system

• Each session was

60 min long

• a

10-min introduction

• a

10-min simulation test

• a

30-min simulation learning

(34)

Evaluation and conclusion

Summative evaluation

• Based on the usability goals of

efficiency

and

effectiveness

, we

divided the evaluation analysis into

– system design

usability analysis :

subjective interface

opinions

– learning performance

usability analysis:

(35)

Evaluation and conclusion

Summative evaluation

System design usability analysis

• The questionnaire

– designed based on the CAI program software evaluation rules by Du (1991)

– Questions were divided into four constructs of operation, program software, correc tness of material, and feedback handling

– A Likert-type scale ranging from very good (+2), good (+1), average (0), bad (1) t o very bad (2) were used.

• Cronbach  coefficient and content validity coefficient proposed by Lin (199 3) were used. Table 4 showed both reliability and validity of the questionnai re were acceptable.

• No significant difference, most values in Table 5 were positive and implied m ost subjects approved the system design

• Input operation, function display, selected examples, and terminology explana tion were rated to be most appropriate

• Item received negative values included volume of images, depth of material, a nd variations of feedback (volume).

(36)
(37)
(38)

Evaluation and conclusion

Summative evaluation

Learning effects evaluation analysis

• The test scores after the learning period showed significant increases. This suggests that the intended simulation tactics in Section 4.1 are useful for assisting learning simulation analysis

• The experiment group did marginally better, the t test applied did not find significant difference

– We suspect that the 30-min learning period may not be long enough to detect possible differences

– The experiment might produce stronger results if the evaluation were conducted with a problem solving format on more realistic cases instead of easily

memorized questions-and-answers format

• The additional questions in the second test indicated that two items

‘‘boring’’ and ‘‘interesting’’ had significant differences between the two groups with a = 0.05.

• Even though the t test showed insignificant difference on the ‘‘convenient’’ item, the data revealed that more subjects in the control group favored the format they used

(39)

Conclusions

• The summative evaluation verified that the simulation

tactics we developed did

achieve significant improvements

on test scores

in either the CBT or written format.

• Although not directly supported by the test scores, the

evaluation showed that the

case-oriented

learning

interactions

and

design guideline-oriented

interface

retained learning i

nterest

better than the written format

• Subjects also

favored the convenience of written materials

due to its portability. A major implication of the above

results is that if normal classroom materials can

supplement the simulation statistical expertise, students

should be able to learn simulation problem-solving skill

more effectively from the start

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