COLLEGE OF COMPUTING STUDIES

Determinants of behavioral intention to use the Personalized Location-based Mobile Tourism Application An empirical study by integrating TAM with ISSM – BSCS Thesis

Author: Hector Palacio

ABSTRACT

With the advent of the two-day weekend and improvements in the public transit system, people have begun to focus on leisure activities. When the YouBike public bicycle system was installed in the city of Taichung, Taiwan, it created a convenient transportation system network that was set up perfectly for a tremendous impact on the local tourism industry. This has happened in parallel with the development and proliferation of smartphones and wireless networks. The functions of mobile applications (“apps”) have become more powerful over time, allowing people to access travel information and share their experiences almost instantaneously. Since a smartphone’s positioning system can be used to provide more personalized information and services, the development trend is heading toward location-based services (LBSs) that can bring the app’s functionality closer to the needs of the user. This study develops a personalized location-based mobile tourism application (PLMTA) for travel planning. The PLMTA combines hybrid filtering technology with the ant colony optimization (ACO) algorithm to make more efficient customized tourism recommendations. It allows users to more effectively search through travel information and arrange their trip. This study also integrates the technology acceptance model (TAM) and the information system success model (ISSM) to present a research model that explores users’ intention to use the PLMTA. The questionnaire survey method is used to collect our data, and the hypotheses are tested via structural equation modeling (SEM). The results show that information quality, perceived ease of use, and perceived usefulness significantly affect the intention to use PLMTA, while information quality and perceived convenience are found to have an influence on perceived usefulness. Information quality, system quality, and perceived convenience are found to significantly affect perceived ease of use, which consequently affects the intention to use the system.

A Framework for Exploring Blockchain Technology in Supply Chain Management

Author: Roel Gutiera :

Abstract

The purpose of the study is to identify and explore
different applications of blockchain technology in supply chain
management and suggest a framework for their analysis. The
study addresses researchers’ conflicting opinions regarding the
hype of blockchain and clarifies which minor applications are
hyped and which are currently more applicable. That helps
supply chain practitioners appraise the different applications of
blockchains before it is too late to revise a decision regarding
their use. The framework was developed based on a systematic
literature review of blockchain-related articles, and it was
examined with semi-structured interviews with four companies
that applied the technology. Findings from the study suggested
that traceability and supply chain finance seemed to be the most
applicable applications of blockchain technology in supply
chain management. But, light was also shed on other
applications such as: compliance with standards, supply chain
integration and digitalization of the transactions. This study
was restricted by the availability of applied cases, as blockchain
remains an emerging technology. Therefore, this study cannot
be considered a case research, but a literature review followed
by a limited number of interviews. However, the study resulted
in a conceptual framework that forms the basis for further
exploratory studies with more empirical data.

Artificial Intelligence, Automation, and Work

Author: Joseph Bruce Acolicol :

Abstract

Our framework also emphasizes that these countervailing forces are generally insuffi cient to totally balance out the implications of automation. In particular, even if these forces are strong, the displacement eff ect of automation tends to cause a decline in the share of labor in national income. But we know from the history of technology and industrial development that despite several waves of rapid automation, the growth process has been more or less balanced, with no secular downward trend in the share of labor in national income. We argue this is because of another powerful force: the creation of new tasks in which labor has a comparative advantage, which fosters a countervailing reinstatement eff ect for labor. These tasks increase the demand for labor and tend to raise the labor share. When they go handin-hand with automation, the growth process is balanced and it need not imply a dismal scenario for labor

A Threat-Based Cybersecurity Risk Assessment Approach

Author: Hector Palacio, Joalne Derick Manaois :

Abstract

Cybersecurity incidents are commonplace nowadays, and Smalland Medium-Sized Enterprises (SMEs) are exceptionally vulnerable targets. The lack of cybersecurity resources available to SMEs implies that they are less capable of dealing with cyber-attacks. Motivation to improve cybersecurity is often low, as the prerequisite knowledge and awareness to drive motivation is generally absent at SMEs. A solution that aims to help SMEs manage their cybersecurity risks should therefore not only offer a correct assessment but should also motivate SME users. From Self-Determination Theory (SDT), we know that by promoting perceived autonomy, competence, and relatedness, people can be motivated to take action. In this paper, we explain how a threat-based cybersecurity risk assessment approach can help to address the needs outlined in SDT. We propose such an approach for SMEs and outline the data requirements that facilitate automation. We present a practical application covering various user interfaces, showing how our threat-based cybersecurity risk assessment approach turns SME data into prioritised, actionable recommendations.

Design and evaluation of a gamified e-learning system for statistics learning activities

Author: Rhea Mae Almedilla :

Abstract

Researchers in statistics learning have made an effort to develop technological solutions to support students in this field. However, such solutions must involve and engage students to perform learning activities to develop their statistical thinking. In this scenario, this study proposes the design of a gamified e-learning system to involve students when they perform learning activities. We analyze students’ behavior towards statistics activities when using the environment. To achieve these goals, this project focuses on a gamified structure for the development of learning activities with a reward system. The learning activities are based on question and answers developed by teachers to measure the students’ understanding of different course contents and also provide them with a problem-based approach. The project was applied in a Probability and Statistics course during 30 days. The results suggest a positive outcome mostly because the designed gamification elements achieved their desired role inside the environment

A Study on Gamification for Higher Education Students Engagement

Author: Mark Obnimaga, Roel Gutiera :

Abstract

An evolution of teaching and learning experience in higher education witnesses many techniques being introduced towards student-centered learning. One of
the most popular techniques is game-based learning or known as gamification to
enrich students experience in classroom. However, the awareness among educators
is lacking and the anxiety whether gamification benefits the learning process is prominent. This paper is written to provide an insight into gamification and its ability to
instill students’ engagement. The questionnaire set and model to evaluate the students’ engagement following gamification during teaching and learning process are
also studied and presented. Literature review method is used to investigate the relevant subjects related to the gamification for higher education and ways to evaluate its
effectiveness. This study showed that there exist several studies on students’ engagement and gamification which are deemed useful to promote students’ engagement.
Besides, the study discovered that improved Technology Acceptance Model (TAM)
is a good measure to investigate its effectiveness