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Effectiveness of Augmented Reality as a Learning Tool to Advance Personalized Learning

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In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect data on the control and experimental groups. The experimental grou

In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect data on the control and experimental groups. The experimental group was subjected to different learning material than the control group with the use of the Elements 4D mobile application by Daqri to learn basic chemical elements and compounds. The control group learning material provided all the exact information as the application, but in the 2D form of a printed packet. It was expected the experimental group would outperform the control group and have a more enjoyable experience and higher performance. After data analysis, it was concluded that the control group outperformed the experimental group on performance and both groups has similar experiences in contradiction to the hypothesis. Once the factors that contribute to the limitations of different study duration, learning the application beforehand, and only-memorization questions are addressed, the study can be conducted again. Application improvements may also alter the future results of the study and hopefully lead to full implementation into a curriculum.

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2017-05

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The Business Venture Approach to Alleviating Poverty: What is the Bottom of the Pyramid Solution and Can It Work?

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Billions of people around the world deal with the struggles of poverty every day. Consequently, a number of others have committed themselves to help alleviate poverty. Many various methods are used, and a current consensus on the best method to

Billions of people around the world deal with the struggles of poverty every day. Consequently, a number of others have committed themselves to help alleviate poverty. Many various methods are used, and a current consensus on the best method to alleviate poverty is lacking. Generally the methods used or researched exist somewhere on the spectrum between top-down and bottom-up approaches to fighting poverty. This paper analyzes a specific method proposed by C.K. Prahalad known as the Bottom of the Pyramid solution. The premise of the method is that large multinational corporations should utilize the large conglomerate of money that exists amongst poor people \u2014 created due to the sheer number of poor people \u2014 for business ventures. Concurrently, the poor people can benefit from the company's entrance. This method has received acclaim theoretically, but still needs empirical evidence to prove its practicality. This paper compares this approach with other approaches, considers international development data trends, and analyzes case studies of actual attempts that provide insight into the approach's potential for success. The market of poor people at the bottom of the pyramid is extremely segmented which makes it very difficult for large companies to financially prosper. It is even harder to establish mutual benefit between the large corporation and the poor. It has been found that although aspects of the bottom of the pyramid method hold merit, higher potential for alleviating poverty exists when small companies venture into this space rather than large multinational corporations. Small companies can conform to a single community and niche economy to prosper \u2014 a flexibility that large companies lack. Moving forward, analyzing the actual attempts provides the best and only empirical insights; hence, it will be important to consider more approaches into developing economies as they materialize.

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2016-05

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Intervention Strategies for the DoD Acquisition Process Using Simulation

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The current Enterprise Requirements and Acquisition Model (ERAM), a discrete event simulation of the major tasks and decisions within the DoD acquisition system, identifies several what-if intervention strategies to improve program completion time. However, processes that contribute to the program

The current Enterprise Requirements and Acquisition Model (ERAM), a discrete event simulation of the major tasks and decisions within the DoD acquisition system, identifies several what-if intervention strategies to improve program completion time. However, processes that contribute to the program acquisition completion time were not explicitly identified in the simulation study. This research seeks to determine the acquisition processes that contribute significantly to total simulated program time in the acquisition system for all programs reaching Milestone C. Specifically, this research examines the effect of increased scope management, technology maturity, and decreased variation and mean process times in post-Design Readiness Review contractor activities by performing additional simulation analyses. Potential policies are formulated from the results to further improve program acquisition completion time.

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2013-05