An Assessment of Individuals’ Systems Thinking Skills via Immersive Virtual Reality Complex System Scenarios
Abstract
:1. Introduction
2. Related Work
2.1. Systems Thinking: Overview and Application
2.2. Systems Thinking Skills and Assessment
2.3. Systems Thinking and Technology
2.4. Gamification
2.5. Efficacy Measures of the VR Scenarios
- Developing a set of VR gaming scenarios to measure the ST skills of the students based on the systems skills instrument by Jaradat [15]. In this study, the proposed VR scenarios were developed to measure only the first dimension of the instrument, level of complexity—simplicity vs. complexity (see Table 2). Six binary questions were used to determine the complexity dimension level.
- Investigating whether or not the proposed VR scenarios can be an appropriate environment to authentically measure students’ level of ST skills.
- Conducting different types of statistical analysis such as ANOVA and post hoc to provide better insights concerning the findings of the research.
- Demonstrating the efficacy and extensibility of VR technology in the engineering education domain.
3. Research Design and Methodology
3.1. Systems Thinking Instrument—An Overview
3.2. VR Scenario Case and Environment Design
3.2.1. VR Supply Chain Case Scenario
3.2.2. The Design of the VR Scenarios
3.3. Experimental Design Steps and Study Population
3.4. Simulation Sickness Mitigation Techniques
4. Results
4.1. The Assessment of Participants’ Systems Thinking Skills
4.2. Efficacy Investigation of the VR Scenarios
4.2.1. Simulation Sickness Assessment
4.2.2. System Usability Assessment
4.2.3. User Presence Experience Assessment
4.3. NASA Task Load Index (NASA TLX) Assessment
5. Conclusions and Future Directions
5.1. Managerial Implications
- There are many related theories, concepts, perspectives, and tools that have been developed in the systems thinking field. Still, this study serves as the first-attempt research that bridges the ST theories and latest technology to measure an individual’s ST skills by simulating real-world settings.
- This research used VR to replicate the real-world, complex system scenarios of a large retail supply chain; however, researchers/practitioners can apply the same concept to other areas such as military, healthcare, and construction by developing and validating different scenarios relevant to their field.
- The findings of this research confirmed that modern technology is safe and effective to measure individual’s level of ST skills. These VR scenarios work as a recommender system that can assist practitioners/enterprises to evaluate individual’s/employees’ ST skills.
5.2. Limitations and Directions for Future Studies
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Insight | Analysis | Capstone | |
---|---|---|---|
Typical Objective | Context/motivation | Specific skills | Big picture |
Typical Approach | Create an “A-Ha” moment | Practice applying targeted concepts | Integrate multiple disciplines |
Typical Duration | minute to about an hour | hours to days | days to weeks |
Typical Student Price | Free to $10 | $15 to $30 | $30 to $90 |
When It Is Used | In class, before or during presentation of associated material | In class or outside class, after material is covered | Throughout the course or at the end of the course |
Example | Online Beer Game | Littlefield Labs | Capstone Simulation |
Insight | Analysis | Capstone | |
---|---|---|---|
Beer Distribution Game | The role-play game represents a supply chain process where players need to coordinate different departments (Factory, Distributor, Wholesaler, and Retailer) in a beer distribution process. The game requires minimum of 4 players and 60–90 min of play. The objective of the game is to meet customer demand with a minimum total cost in a period of 20 weeks. | Help develop planning skills, management skills, coordination, decision-making skills. | Players are unable to make decisions jointly. |
Littlefield Labs | In a normal setting, students form groups and compete to see who will generate the highest cash by making decisions in a blood testing service: alter lot size, control inventory and orders, select schedules, and manage capital. This simulated game includes a two-hour task to be completed in a class and a seven-day task to be played as a non-class assignment. The game is easy to grasp. | The game is designed to encourage participants forecasting skills, process analysis skills, and management skills. | The workload is not efficiently distributed among players, poor understanding of the basics of the simulation, try trial and error rather than following a strategy. |
Capstone Simulation | This online simulation game allow students to try entrepreneurship strategies in a game where they can control the whole lifecycle of a product from launching it to disposing of it. Decision rounds vary between 8 and 12 depending on the type of capstone simulation. The optimal game setting includes four to six teams of four to five students with a maximum of eight teams. | The game is designed to develop selection of tactics, strategical thinking, management skills, and cross-functional alignments. | The cost of the game is high. |
SSQ Score | Categorization |
---|---|
0 | No symptoms |
<5 | Negligible symptoms |
5–10 | Minimal symptoms |
10–15 | Significant symptoms |
15–20 | Symptoms are a concern |
>20 | A problem simulator |
Dimension | Less Systemic | More Systemic |
---|---|---|
Level of Complexity: Defines an individual’s comfort zone in dealing with complex system problems. | Simplicity (S): Avoid uncertainty, work on linear problems, prefer best solution, and prefer small-scale problems. | Complexity (C): Expect uncertainty, work on multidimensional problems, prefer a working solution, and explore the surrounding environment. |
Level of Independence: Describes how an individual deal with the integration of multiple systems. | Autonomy (A): Preserve local autonomy, tend more to independent decision and local performance level. | Integration (G): Preserve global integration, tend more to dependent decision and global performance. |
Level of Interaction: Indicates the type of scale an individual will choose to adopt. | Isolation (N): Inclined to local interaction, follow detailed plan, prefer to work individually, enjoy working in small systems, and interested more in cause-effect solution. | Interconnectivity (I): Inclined to global interactions, follow general plan, work within a team, and interested less in identifiable cause-effect relationships |
Level of Change: Reflects an individual’s inclination in accepting changes. | Resistance to Change (V): Prefer considering few perspectives, over specify requirements, focus more on internal forces, like short-range plans, tend to settle things, and work best in a stable environment. | Tolerant of Change (Y): Prefer taking multiple perspectives into consideration, underspecify requirements, focus more on external forces, like long-range plans, keep options open, and work best in changing environment. |
Level of Uncertainty: Depicts an individual’s choice in making decisions with insufficient knowledge. | Stability (T): Prepare detailed plans beforehand, focus on the details, uncomfortable with uncertainty, believe work environment is under control, and enjoy objectivity and technical problems. | Emergence (E): React to situations as they occur, focus overall, comfortable with uncertainty, believe work environment is difficult to control, enjoy subjectivity and non-technical problems. |
Systems Worldview: Depicts an individual’s understanding of system behavior at the whole versus part level. | Reductionism (R): Focus on particulars, prefer analyzing the parts for better performance. | Holism (H): Focus overall, interested more in the big picture, interested in concepts and abstract meaning of ideas. |
Level of Flexibility: Describes an individual’s accommodation of change or modifications in systems or approach. | Rigidity (D): Prefer not to change, like determined plan, not open to new ideas, motivated by routine. | Flexibility (F): Accommodating to change, like flexible plan, open to new ideas, and unmotivated by routine. |
Scene | Description | ST Measurements |
---|---|---|
First Scene: The Main Store I | Participant selects one of the offered options: Christmas scene or can stacking scene. | The aim of this scene is to determine the participants’ preference regarding typical versus peculiar complex systems. |
Second Scene: The Can Stacking | In this scene, the participant fills the shelves with the given cans. | The scene evaluates the participant’s inclination toward working in standardized vs. working in unique complex systems. |
Third Scene: The Christmas Decoration | Participant decorates the Christmas tree. | The scene evaluates the participant’s inclination toward working in standardized vs. working in unique complex systems. |
Fourth Scene: The Main Store II | Participant selects the system view to examine the inventory levels. | The objective of this scene is to examine the individuals’ preferences in dealing with small vs. large systems. |
Fifth Scene: The Christmas Inventory | In this scene, three workers give their point of view regarding the low inventory levels. Based on the given opinions, the participant determines the best solution for this issue. Finally, the participant verifies the performance of the process. | The scene assesses individuals’ tendency to solve a complex system problem based on few people vs. many people judgments. The scene indicates participants’ approach to determine the right solution vs. an apt solution for a complex system issue. The last scene pinpoints participants’ inclination to quit or accommodate the system when the desired performance is reached. |
Source | df | F | p |
---|---|---|---|
Gender | 1 | 0.000 | 0.982 |
Ethnic Origin | 3 | 1.234 | 0.317 |
Education Level | 2 | 0.937 | 0.404 |
Field of Study | 5 | 1.324 | 0.288 |
Nationality | 1 | 2.711 | 0.111 |
Birth Year | 2 | 0.461 | 0.636 |
Knowledge in VR | 3 | 1.260 | 0.309 |
Video Game Experience | 3 | 0.232 | 0.873 |
Knowledge in Retail Store. | 3 | 2.148 | 0.118 |
Mitigation Technique | 2 | 1.159 | 0.329 |
System Usability Scale Items | Avg. Score | SD |
---|---|---|
1. I think that I would like to use these VR scenarios. | 2.67 | 1.09 |
2. I would like to use VR in other modules. | 3.33 | 0.76 |
3. I found this VR scenarios was easy to use. | 3.33 | 0.84 |
4. I felt constrained while interacting with the virtual object. | 2.57 | 1.10 |
5. I found the various functions (e.g., sound, pictures, and control) in this VR scenarios were well integrated. | 3.13 | 0.63 |
6. I thought there was too much inconsistency in this VR scenarios. | 2.97 | 0.67 |
7. I would imagine that most people would learn to use this VR scenarios very quickly. | 3.10 | 0.84 |
8. I think I would need the support of a technical people to use this VR scenarios. | 3.07 | 1.11 |
9. I felt very confident using the VR scenarios. | 3.13 | 0.82 |
10. I should learn more VR base knowledge before I use the VR scenarios. | 2.40 | 1.10 |
SUS total score | 74.25 |
Source | df | F | p |
---|---|---|---|
Gender | 1 | 0.581 | 0.452 |
Ethnic Origin | 3 | 0.827 | 0.491 |
Education Level | 2 | 0.384 | 0.685 |
Field of Study | 5 | 1.010 | 0.434 |
Nationality | 1 | 0.347 | 0.561 |
Birth Year | 2 | 1.051 | 0.364 |
Knowledge in VR | 3 | 0.324 | 0.808 |
Video Game Experience | 3 | 0.795 | 0.508 |
Knowledge in Retail Store. | 3 | 0.437 | 0.728 |
Mitigation Technique | 2 | 0.034 | 0.967 |
Subscales of PQ | Items | Avg. Score | SD |
---|---|---|---|
Involvement | 1, 2, 3, 4, 5, 6, 7, 10, 13 | 4.42 | 0.68 |
Immersion | 8, 9, 14, 15, 16, 19 | 4.18 | 0.48 |
Visual Fidelity | 11, 12 | 4.48 | 1.14 |
Interface Quality | 17, 18 | 2.45 | 1.18 |
Sound | 20, 21, 22 | 4.30 | 1.16 |
Source | df | F | p |
---|---|---|---|
Gender | 1 | 3.839 | 0.060 |
Ethnic Origin | 3 | 0.249 | 0.861 |
Education Level | 2 | 2.834 | 0.076 |
Field of Study | 5 | 1.176 | 0.350 |
Nationality | 1 | 8.963 | 0.006 *** |
Birth Year | 2 | 3.970 | 0.031 ** |
Knowledge in VR | 3 | 0.685 | 0.570 |
Video Game Experience | 3 | 1.941 | 0.148 |
Knowledge in Retail Store. | 3 | 1.297 | 0.297 |
Mitigation Technique | 2 | 0.252 | 0.779 |
Source | df | F | p |
---|---|---|---|
Gender | 1 | 0.183 | 0.672 |
Ethnic Origin | 3 | 1.731 | 0.185 |
Education Level | 2 | 0.661 | 0.524 |
Field of Study | 5 | 1.028 | 0.423 |
Nationality | 1 | 1.370 | 0.252 |
Birth Year | 2 | 0.572 | 0.571 |
Knowledge in VR | 3 | 0.578 | 0.635 |
Video Game Experience | 3 | 0.221 | 0.881 |
Knowledge in Retail Store. | 3 | 0.983 | 0.416 |
Mitigation Technique | 2 | 0.842 | 0.442 |
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Dayarathna, V.L.; Karam, S.; Jaradat, R.; Hamilton, M.A.; Jones, P.; Wall, E.S.; El Amrani, S.; Ibne Hossain, N.U.; Elakramine, F. An Assessment of Individuals’ Systems Thinking Skills via Immersive Virtual Reality Complex System Scenarios. Systems 2021, 9, 40. https://doi.org/10.3390/systems9020040
Dayarathna VL, Karam S, Jaradat R, Hamilton MA, Jones P, Wall ES, El Amrani S, Ibne Hossain NU, Elakramine F. An Assessment of Individuals’ Systems Thinking Skills via Immersive Virtual Reality Complex System Scenarios. Systems. 2021; 9(2):40. https://doi.org/10.3390/systems9020040
Chicago/Turabian StyleDayarathna, Vidanelage L., Sofia Karam, Raed Jaradat, Michael A. Hamilton, Parker Jones, Emily S. Wall, Safae El Amrani, Niamat Ullah Ibne Hossain, and Fatine Elakramine. 2021. "An Assessment of Individuals’ Systems Thinking Skills via Immersive Virtual Reality Complex System Scenarios" Systems 9, no. 2: 40. https://doi.org/10.3390/systems9020040
APA StyleDayarathna, V. L., Karam, S., Jaradat, R., Hamilton, M. A., Jones, P., Wall, E. S., El Amrani, S., Ibne Hossain, N. U., & Elakramine, F. (2021). An Assessment of Individuals’ Systems Thinking Skills via Immersive Virtual Reality Complex System Scenarios. Systems, 9(2), 40. https://doi.org/10.3390/systems9020040