An Assessment of Individuals’ Systems Thinking Skills via Immersive Virtual Reality Complex System Scenarios
Vidanelage L. Dayarathna,
Sofia Karam,
Raed Jaradat,
Michael A. Hamilton,
Parker Jones,
Emily S. Wall,
Safae El Amrani,
Niamat Ullah Ibne Hossain,
Fatine Elakramine
Affiliations
Vidanelage L. Dayarathna
Department of Industrial and Systems Engineering, Mississippi State University, Starkville, MS 39762, USA
Sofia Karam
Department of Industrial and Systems Engineering, Mississippi State University, Starkville, MS 39762, USA
Raed Jaradat
Department of Industrial and Systems Engineering, Mississippi State University, Starkville, MS 39762, USA
Michael A. Hamilton
Department of Industrial and Systems Engineering, North Carolina A&T State University, 1601 E. Market Street, 402 McNair Hall Room 405, Greensboro, NC 27411, USA
Parker Jones
Institute for Systems Engineering Research, Mississippi State University, ISER, 3909 Halls Ferry Road, Vicksburg, MS 39180, USA
Emily S. Wall
Center for Advanced Vehicular Systems Extension, Mississippi State University, 1 Research Blvd. Suite 200, Starkville, MS 39759, USA
Safae El Amrani
Department of Industrial and Systems Engineering, Mississippi State University, Starkville, MS 39762, USA
Niamat Ullah Ibne Hossain
Department of Industrial and Systems Engineering, Mississippi State University, Starkville, MS 39762, USA
Fatine Elakramine
Department of Industrial and Systems Engineering, Mississippi State University, Starkville, MS 39762, USA
This study utilized the application of authentic Virtual Reality (VR) to replicate the real-world complex system scenarios of a large retail supply chain. The proposed VR scenarios were developed based on an established systems thinking instrument that consists of seven dimensions: level of complexity, independence, interaction, change, uncertainty, systems’ worldview, and flexibility. However, in this study, we only developed the VR scenarios for the first dimension, level of complexity, to assess an individual’s Systems Thinking Skills (STS) when he or she engages in a turbulent virtual environment. The main objective of this study was to compare a student’s STS when using traditional ST instruments versus VR scenarios for the complexity dimension. The secondary aim was to investigate the efficacy of VR scenarios utilizing three measurements: Simulation Sickness Questionnaire (SSQ), System Usability Scale (SUS), and Presence Questionnaire (PQ). In addition to the three measures, NASA TLX assessment was also performed to assess the perceived workload with regards to performing the tasks in VR scenarios. The results show students’ preferences in the VR scenarios are not significantly different from their responses obtained using the traditional systems skills instrument. The efficacy measures confirmed that the developed VR scenarios are user friendly and lie in an acceptable region for users. Finally, the overall NASA TLX score suggests that users require 36% perceived work effort to perform the activities in VR scenarios.