Abstract:The purpose of this study was to identify the factors that influence the acceptance of electronic collaboration technology by higher education students and that influence their predicted usage of the technology for virtual team collaboration. The research combined the unified theory of acceptance and usage of technology (UTAUT) with a virtual team-training model. All 108 participants completed a survey following their participation in virtual team 6 J. Godin et al.training. Ten hypotheses were tested using a structural equation modelling technique, partial least squares. Five of the hypotheses were supported and five were not supported. The results indicated that three of the four UTAUT constructs were significant in predicting whether the participants would use the collaboration technology in the future. Additionally, the findings revealed that the participants had a positive perception of the virtual teamwork training.
Organizations are increasingly adopting Business Process Management (BPM) approaches growing the need for BPM expertise in the industry (Bandara et al., 2010). This has resulted in growing demand for college graduates who have a thorough knowledge of business processes (Lee, 2008). Hadidi (2014) pointed out that development of courses and programs in BPM area has received huge consideration in academia during recent times. This paper presents a classroom activities for teaching Business Process Management using a paper-based simulation game conducted as part of an undergraduate IS course. The paper discusses various class activities involved such as execution of the simulation game, creation of graphical representations of processes followed in the game, and creation of Business Process models using Microsoft Visio software. A post-test survey was conducted to evaluate the understanding of BPM concepts learned and analyze the effectiveness of the simulation game. The paper concludes with recommendations for future research.
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