Search results for: game TRABR TRAining of BReath)
Commenced in January 2007
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Edition: International
Paper Count: 4425

Search results for: game TRABR TRAining of BReath)

4125 The Development of Competency with a Training Curriculum via Electronic Media for Condominium Managers

Authors: Chisakan Papapankiad

Abstract:

The purposes of this research were 1) to study the competency of condominium managers, 2) to create the training curriculum via electronic media for condominium managers, and 3) to evaluate the training curriculum for condominium managers. The research methods included document analysis, interview, questionnaire, and a try-out. A total of 20 experts were selected to collect data by using Delphi technique. The designed curriculum was tried out with 30 condominium managers. The important steps of conducting this research included analyzing and synthesizing, creating interview questions, conducting factor analysis and developing the training curriculum, editing by experts, and trying out with sample groups. The findings revealed that there were five core competencies: leadership, human resources management, management, communication, and self-development. The training curriculum was designed and all the learning materials were put into a CD. The evaluation of the training curriculum was performed by five experts and the training curriculum was found to be cohesive and suitable for use in the real world. Moreover, the findings also revealed three important issues: 1) the competencies of the respondents after the experiment were higher than before the experiment and this had a level of significance of 0.01, 2) the competencies remained with the respondents at least 12 weeks and this also had a level of significance of 0.01, and 3) the overall level of satisfaction from the respondents were 'the highest level'.

Keywords: competency training curriculum, condominium managers, electronic media

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4124 The Impact of Training on Commitment, Retention, Job Satisfaction and Performance of Private Sector Banks in Bangladesh

Authors: Md. Arifur Rahman, Ummya Salma, Nazrul Islam

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Private sector banking business is one of the leading businesses of Bangladesh as it is profitable and directly attached with the economic development of the country. Training has got very high importance in this sector for increasing the performance of the banks. It has a long term impact on a number of aspects of the bank employees and their performances. It is an investment of the organization that is permanent in nature. Study shows that there are positive relationships between training and the employee commitment, job retention, job satisfaction and company performance. Training is also concerned with promotion, compensation, work-life policies, career development, task and contextual performance of the employees. As such, this paper aims at identifying the impact of training on employee commitment, job retention, job satisfaction and the performance of the private sector banks in Bangladesh. Both primary and secondary data were used to conduct the study. Data were collected from the bank officers who were trained in their banks. Both descriptive and inferential statistics were used to analyze the data. Descriptive statistics were used to describe the present situation of the banks and their employees. Inferential statistics were used to identify the factors and their significance concerned with training. Results show that there is a significant relationship between the performance and the training of the employees. It also shows that the training can motivate employees and encourage them to work hard. However, this study did not find any relationship between the commitment of the employees and the training. This study suggests that for increasing the performance of the banks, training is a must which is to be given deliberately for improving the specific skills of the bank employees.

Keywords: training, promotion, compensation, work-life policies

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4123 The Effects of Computer Game-Based Pedagogy on Graduate Students Statistics Performance

Authors: Clement Yeboah, Eva Laryea

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A pretest-posttest within subjects experimental design was employed to examine the effects of a computerized basic statistics learning game on achievement and statistics-related anxiety of students enrolled in introductory graduate statistics course. Participants (N = 34) were graduate students in a variety of programs at state-funded research university in the Southeast United States. We analyzed pre-test posttest differences using paired samples t-tests for achievement and for statistics anxiety. The results of the t-test for knowledge in statistics were found to be statistically significant, indicating significant mean gains for statistical knowledge as a function of the game-based intervention. Likewise, the results of the t-test for statistics-related anxiety were also statistically significant, indicating a decrease in anxiety from pretest to posttest. The implications of the present study are significant for both teachers and students. For teachers, using computer games developed by the researchers can help to create a more dynamic and engaging classroom environment, as well as improve student learning outcomes. For students, playing these educational games can help to develop important skills such as problem solving, critical thinking, and collaboration. Students can develop an interest in the subject matter and spend quality time to learn the course as they play the game without knowing that they are even learning the presupposed hard course. The future directions of the present study are promising as technology continues to advance and become more widely available. Some potential future developments include the integration of virtual and augmented reality into educational games, the use of machine learning and artificial intelligence to create personalized learning experiences, and the development of new and innovative game-based assessment tools. It is also important to consider the ethical implications of computer game-based pedagogy, such as the potential for games to perpetuate harmful stereotypes and biases. As the field continues to evolve, it will be crucial to address these issues and work towards creating inclusive and equitable learning experiences for all students. This study has the potential to revolutionize the way basic statistics graduate students learn and offers exciting opportunities for future development and research. It is an important area of inquiry for educators, researchers, and policymakers and will continue to be a dynamic and rapidly evolving field for years to come.

Keywords: pretest-posttest within subjects, computer game-based learning, statistics achievement, statistics anxiety

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4122 Impact of Instructional Designing in Digital Game-Based Learning for Enhancing Students' Motivation

Authors: Shafaq Rubab

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The primary reason for dropping out of school is associated with students’ lack of motivation in class, especially in mathematics. Digital game-based learning is an approach that is being actively explored; there are very few learning games based on proven instructional design models or frameworks due to which the effectiveness of the learning games suffers. The purpose of this research was twofold: first, developing an appropriate instructional design model and second, evaluating the impact of the instructional design model on students’ motivation. This research contributes significantly to the existing literature in terms of student motivation and the impact of instructional design model in digital game-based learning. The sample size for this study consists of two hundred out-of-school students between the age of 6 and 12 years. The research methodology used for this research was a quasi-experimental approach and data was analyzed by using the instructional material motivational survey questionnaire which is adapted from the Keller Arcs model. Control and experimental groups consisting of two hundred students were analyzed by utilizing instructional material motivational survey (IMMS), and comparison of result from both groups showed the difference in the level of motivation of the students. The result of the research showed that the motivational level of student in the experimental group who were taught by the game was higher than the student in control group (taught by conventional methodology). The mean score of the experimental group against all subscales (attention, relevance, confidence, and satisfaction) of IMMS survey was higher; however, no statistical significance was found between the motivational scores of control and experimental group. The positive impact of game-based learning on students’ level of motivation, as measured in this study, strengthens the case for the use of pedagogically sound instructional design models in the design of interactive learning applications. In addition, the present study suggests learning from interactive, immersive applications as an alternative solution for children, especially in Third World countries, who, for various reasons, do not attend school. The mean score of experimental group against all subscales of IMMS survey was higher; however, no statistical significance was found between motivational scores of control and experimental group.

Keywords: digital game-based learning, students’ motivation, and instructional designing, instructional material motivational survey

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4121 The Impact of Skills-Development Training on Lower-Level Employee's Motivation and Job Satisfaction: A Case-Study of Five South African Companies

Authors: M. N. Naong

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Empirical findings of the impact of training on employee motivation and job satisfaction are reported. One of the major debilitating effects of the legacy of apartheid is a high level of illiteracy in the South African population. Encouraging the corporate sector through levies to promote skills development seems to have been received with mixed feelings. In this regard, the impact of training on the motivation level and job satisfaction of randomly sampled employees of five companies in two South African provinces is reported on. A longitudinal study, with a pre- and post-quasi experimental research design, was adopted to achieve the goal of the study - using a Job Description Index (JDI) measuring instrument to collect data from the respondents. There was a significant correlation between job satisfaction and effectiveness of training transfer - i.e. those employees who received more training were more motivated than those who received less training or no training at all. It is concluded that managers need to appreciate and ensure that the effectiveness of skills transfer is a critical determinant, that must illuminate the underlying challenges of achieving bottom-line targets.

Keywords: employee motivation, skills transfer, moderating effect, job satisfaction, lower-level employees

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4120 Teacher Training in Saudi Arabia: A Blend of Old and New

Authors: Ivan Kuzio

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The GIZ/TTC project is the first of its kind in the Middle East, which allows the development of a teaching training programme to degree level based on modern methodologies. The graduates from this college are part of the Saudization programme and will, over the next four years be part of and eventually run the new Colleges of Excellence. The new Colleges of Excellence are being developed to create a local vocationally trained workforce and will run initially alongside the current Colleges of Technology.

Keywords: blended learning, pedagogy, training, key competencies, social skills, cognitive development

Procedia PDF Downloads 289
4119 An ICF Framework for Game-Based Experiences in Geriatric Care

Authors: Marlene Rosa, Susana Lopes

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Board games have been used for different purposes in geriatric care, demonstrating good results for health in general. However, there is not a conceptual framework that can help professionals and researchers in this area to design intervention programs or to think about future studies in this area. The aim of this study was to provide a pilot collection of board games’ serious purposes in geriatric care, using a WHO framework for health and disability. Study cases were developed in seven geriatric residential institutions from the center region in Portugal that are included in AGILAB program. The AGILAB program is a serious game-based method to train and spread out the implementation of board games in geriatric care. Each institution provides 2-hours/week of experiences using TATI Hand Game for serious purposes and then fulfill questions about a study-case (player characteristics; explain changes in players health according to this game experience). Two independent researchers read the information and classified it according to the International Classification for Functioning and Disability (ICF) categories. Any discrepancy was solved in a consensus meeting. Results indicate an important variability in body functions and structures: specific mental functions (e.g., b140 Attention functions, b144 Memory functions), b156 Perceptual functions, b2 sensory functions and pain (e.g., b230 Hearing functions; b265 Touch function; b280 Sensation of pain), b7 neuromusculoskeletal and movement-related functions (e.g., b730 Muscle power functions; b760 Control of voluntary movement functions; b710 Mobility of joint functions). Less variability was found in activities and participation domains, such as purposeful sensory experiences (d110-d129) (e.g., d115 Listening), communication (d3), d710 basic interpersonal interactions, d920 recreation and leisure (d9200 Play; d9205 Socializing). Concluding, this framework designed from a brief gamed-based experience includes mental, perceptual, sensory, neuromusculoskeletal, and movement-related functions and participation in sensory, communication, and leisure domains. More studies, including different experiences and a high number of users, should be developed to provide a more comprehensive ICF framework for game-based experiences in geriatric care.

Keywords: board game, aging, framework, experience

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4118 Improving Working Memory in School Children through Chess Training

Authors: Veena Easvaradoss, Ebenezer Joseph, Sumathi Chandrasekaran, Sweta Jain, Aparna Anna Mathai, Senta Christy

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Working memory refers to a cognitive processing space where information is received, managed, transformed, and briefly stored. It is an operational process of transforming information for the execution of cognitive tasks in different and new ways. Many class room activities require children to remember information and mentally manipulate it. While the impact of chess training on intelligence and academic performance has been unequivocally established, its impact on working memory needs to be studied. This study, funded by the Cognitive Science Research Initiative, Department of Science & Technology, Government of India, analyzed the effect of one-year chess training on the working memory of children. A pretest–posttest with control group design was used, with 52 children in the experimental group and 50 children in the control group. The sample was selected from children studying in school (grades 3 to 9), which included both the genders. The experimental group underwent weekly chess training for one year, while the control group was involved in extracurricular activities. Working memory was measured by two subtests of WISC-IV INDIA. The Digit Span Subtest involves recalling a list of numbers of increasing length presented orally in forward and in reverse order, and the Letter–Number Sequencing Subtest involves rearranging jumbled alphabets and numbers presented orally following a given rule. Both tasks require the child to receive and briefly store information, manipulate it, and present it in a changed format. The Children were trained using Winning Moves curriculum, audio- visual learning method, hands-on- chess training and recording the games using score sheets, analyze their mistakes, thereby increasing their Meta-Analytical abilities. They were also trained in Opening theory, Checkmating techniques, End-game theory and Tactical principles. Pre equivalence of means was established. Analysis revealed that the experimental group had significant gains in working memory compared to the control group. The present study clearly establishes a link between chess training and working memory. The transfer of chess training to the improvement of working memory could be attributed to the fact that while playing chess, children evaluate positions, visualize new positions in their mind, analyze the pros and cons of each move, and choose moves based on the information stored in their mind. If working-memory’s capacity could be expanded or made to function more efficiently, it could result in the improvement of executive functions as well as the scholastic performance of the child.

Keywords: chess training, cognitive development, executive functions, school children, working memory

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4117 Assembly Training: An Augmented Reality Approach Using Design Science Research

Authors: Stefan Werrlich, Phuc-Anh Nguyen, Kai Nitsche, Gunther Notni

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Augmented Reality (AR) is a strong growing research topic. This innovative technology is interesting for several training domains like education, medicine, military, sports and industrial use cases like assembly and maintenance tasks. AR can help to improve the efficiency, quality and transfer of training tasks. Due to these reasons, AR becomes more interesting for big companies and researchers because the industrial domain is still an unexplored field. This paper presents the research proposal of a PhD thesis which is done in cooperation with the BMW Group, aiming to explore head-mounted display (HMD) based training in industrial environments. We give a short introduction, describing the motivation, the underlying problems as well as the five formulated research questions we want to clarify along this thesis. We give a brief overview of the current assembly training in industrial environments and present some AR-based training approaches, including their research deficits. We use the Design Science Research (DSR) framework for this thesis and describe how we want to realize the seven guidelines, mandatory from the DSR. Furthermore, we describe each methodology which we use within that framework and present our approach in a comprehensive figure, representing the entire thesis.

Keywords: assembly, augmented reality, research proposal, training

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4116 Competition and Cooperation of Prosumers in Cournot Games with Uncertainty

Authors: Yong-Heng Shi, Peng Hao, Bai-Chen Xie

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Solar prosumers are playing increasingly prominent roles in the power system. However, its uncertainty affects the outcomes and functions of the power market, especially in the asymmetric information environment. Therefore, an important issue is how to take effective measures to reduce the impact of uncertainty on market equilibrium. We propose a two-level stochastic differential game model to explore the Cournot decision problem of prosumers. In particular, we study the impact of punishment and cooperation mechanisms on the efficiency of the Cournot game in which prosumers face uncertainty. The results show that under the penalty mechanism of fixed and variable rates, producers and consumers tend to take conservative actions to hedge risks, and the variable rates mechanism is more reasonable. Compared with non-cooperative situations, prosumers can improve the efficiency of the game through cooperation, which we attribute to the superposition of market power and uncertainty reduction. In addition, the market environment of asymmetric information intensifies the role of uncertainty. It reduces social welfare but increases the income of prosumers. For regulators, promoting alliances is an effective measure to realize the integration, optimization, and stable grid connection of producers and consumers.

Keywords: Cournot games, power market, uncertainty, prosumer cooperation

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4115 Decision Making under Strict Uncertainty: Case Study in Sewer Network Planning

Authors: Zhen Wu, David Lupien St-Pierre, Georges Abdul-Nour

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In decision making under strict uncertainty, decision makers have to choose a decision without any information about the states of nature. The classic criteria of Laplace, Wald, Savage, Hurwicz and Starr are introduced and compared in a case study of sewer network planning. Furthermore, results from different criteria are discussed and analyzed. Moreover, this paper discusses the idea that decision making under strict uncertainty (DMUSU) can be viewed as a two-player game and thus be solved by a solution concept in game theory: Nash equilibrium.

Keywords: decision criteria, decision making, sewer network planning, decision making, strict uncertainty

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4114 The Study of Participant Motivation, Social Support, and Training Satisfaction of Collegiate Teakwondo Athlete

Authors: Wen-Goang Yang, Li-Wei Liu, Peli-Ling Liu

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The purpose of this study was to explore relations among athletic participant motivation, social support, and training satisfaction. The approach was tested using structural equation modeling, involving 300 Teakwondo Athletics from 2017 National Intercollegiate Athletic Games, using a revised scale for Participant Motivation, Social Support, and Training Satisfaction. Statistical method included descriptive statistics and PLS-SEM. The results of the research as a follow: (1) The athletes ‘participant motivation’ positively effects the ‘social support’. (2) The athletes ‘participant motivation’ positively effects the ‘training satisfaction’. (3) The athletes ‘social support’ positively effects the ‘training satisfaction’.

Keywords: teakwondo, collegiate athlete, PLS-SEM, social support

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4113 Effects of Aerobic, Resistance, and Concurrent Training on Secretion of Growth Hormone and Insulin-Like Growth Factor-1 in Elderly Women

Authors: Kh Jalali Dehkordi, A. Jalali Dehkordi, A. Tofighi

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Background: The purpose of this study was to investigate the effects of 8 weeks of aerobic, resistance, and concurrent training on secretion of growth hormone (GH) and insulin-like growth factor-1 (IGF-1) in elderly women. Methods: A total number of 60 elderly women were randomly allocated to four groups of aerobic training (n = 15), resistance training (n = 15), concurrent training (n = 15), and control (n = 15). Blood samples were taken before and 4 weeks after the initiation of exercise training and also at the end of the 8-week course of training. Maximal oxygen consumption (VO2Peak) was measured after 48 hours using Rockport walk test. Inferential analysis of the collected data was performed by repeated measures analysis of variance (ANOVA). Significant differences were further evaluated by the least significant difference (LSD) test. The relation between VO2Peak and secretion of GH and IGF-1 was assessed by Pearson's correlation coefficient. The significance level was considered as P ≤ 0.05 in all tests. Findings: The results showed that 8 weeks of regular exercise significantly increased levels of GH and IGF-1. A significant increase was also observed in VO2Peak values after 8 weeks of regular exercise (P < 0.05). VO2Peak was directly correlated with GH and IGF (P < 0.001, r = 0.72). Conclusion: In conclusion, regular exercise significantly increased levels of anabolic hormones. Moreover, the combined-exercise training better enhanced GH and IGF-1. VO2Peak increased with increases in GH and IGF-1 levels.

Keywords: women, training, GH, IGF-1

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4112 Personnel Training of Automotive Manufacturers in Virtual Reality

Authors: Mirza Ahsan Baig, Paul Evans

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Due to the high demand for automobiles, manufacturers have to run their production lines non-stop for long periods. At such a scale, unplanned downtime could cost up to $50 billion annually. Improper training of new hires could lead to safety issues causing unplanned downtimes. The project developed a virtual reality simulation that could train personnel for key operations on an automobile manufacturing floor, reducing the risk of unplanned downtime while eliminating any disruption (due to training) on the assembly line. An automation firm sponsored it to explore the possibilities the likes of Jaguar and BMW are yet to achieve! The project was inspired by Bentley, the only company that succeeded in simulation training scenarios within virtual space. The project aims to inspire other significant firms to do the same. It was increasing employee safety, eliminating downtimes, and improving efficiency. The developed prototype uncovered various limitations within existing simulation providers and was able to simulate state-of-the-art training scenarios. It also explored the possibility of a multiuser interface and resolved complex issues such as lack of movement space within the training area.

Keywords: virtual reality, scenario training, limited movement, multiuser

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4111 The Influence of Training on the Special Aerial Gymnastics Instruments on Selected C-Reactive Proteins in Cadets’ Serum

Authors: Z. Wochyński, K. A. Sobiech, Z. Kobos

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To C-Reactive Proteins include ferritin, transferrin, and ceruloplasmin- metalloproteins. The study aimed at assessing an effect of training on the Special Aerial Gymnastics Instruments (SAGI) on changes of serum ferritin, transferrin, and ceruloplasmin and cadets’ physical fitness in comparison with a control group. Fifty-five cadets in the mean age 20 years were included into this study. They were divided into two groups: Group A (N=41) trained on SAGI and Group B (N=14) trained according the standard program of physical education (control group). In both groups, blood was a material for assays. Samples were collected twice before and after training at the start of the program (training I), during (training II), and after education program completion (training III). Commercially available kits were used to assay blood serum ferritin, transferrin, and ceruloplasmin. Cadets’ physical fitness was evaluated with exercise tests before and after education program completion. In Group A, serum post-exercise ferritin decreased statistically insignificantly in training I and II and increased in training III in comparison with pre-exercise values. In Group B, post-exercise serum ferritin decreased statistically insignificantly in training I and III and significantly increased in training II in comparison with the pre-exercise values. In Group A, serum transferrin decreased statistically insignificantly in training I, and significantly increased in training II, whereas in training III it increased insignificantly in comparison with pre-exercise values. In Group B, post-exercise serum transferrin increased statistically significantly in training I, II, and III in comparison with pre-exercise values. I n Group A, serum ceruloplasmin decreased in all three series in comparison with pre-exercise values. In Group B, serum ceruloplasmin increased significantly in training II. It was showed that the training on SAGI significantly decreased serum ceruloplasmin in Group A in all three series of assays and did not produce significant changes in serum ferritin also was showed significant increase in serum transferrin.

Keywords: special aerial gymnastics instruments, ferritin, ceruloplasmin, transferrin

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4110 Research on Transverse Ecological Compensation Mechanism in Yangtze River Economic Belt Based on Evolutionary Game Theory

Authors: Tingyu Zhang

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The cross-basin ecological compensation mechanism is key to stimulating active participation in ecological protection across the entire basin. This study constructs an evolutionary game model of cross-basin ecological compensation in the Yangtze River Economic Belt (YREB), introducing a central government constraint and incentive mechanism (CGCIM) to explore the conditions for achieving strategies of protection and compensation that meet societal expectations. Furthermore, using a water quality-water quantity model combined with factual data from the YREB in 2020, the amount of ecological compensation is calculated. The results indicate that the stability of the evolutionary game model of the upstream and downstream governments in the YREB is closely related to the CGCIM. When the sum of the central government's reward amount to the upstream government and the penalty amount to both sides simultaneously is greater than 39.948 billion yuan, and the sum of the reward amount to the downstream government and the penalty amount to only the lower reaches is greater than 1.567 billion yuan, or when the sum of the reward amount to the downstream government and the penalty amount to both sides simultaneously is greater than 1.567 billion yuan, and the sum of the reward amount to the upstream government and the penalty amount to only the upstream government is greater than 399.48 billion yuan, the protection and compensation become the only evolutionarily stable strategy for the evolutionary game system composed of the upstream and downstream governments in the YREB. At this point, the total ecological compensation that the downstream government of the YREB should pay to the upstream government is 1.567 billion yuan, with Hunan paying 0.03 billion yuan, Hubei 2.53 billion yuan, Jiangxi 0.18 billion yuan, Anhui 1.68 billion yuan, Zhejiang 0.75 billion yuan, Jiangsu 6.57 billion yuan, and Shanghai 3.93 billion yuan. The research results can provide a reference for promoting the improvement and perfection of the cross-basin ecological compensation system in the YREB.

Keywords: ecological compensation, evolutionary game model, central government constraint and incentive mechanism, Yangtze river economic belt

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4109 The Nexus between Manpower Training and Corporate Compliance

Authors: Timothy Wale Olaosebikan

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The most active resource in any organization is the manpower. Every other resource remains inactive unless there is competent manpower to handle them. Manpower training is needed to enhance productivity and overall performance of the organizations. This is due to the recognition of the important role of manpower training in attainment of organizational goals. Corporate Compliance conjures visions of an incomprehensible matrix of laws and regulations that defy logic and control by even the most seasoned manpower training professionals. Similarly, corporate compliance can be viewed as one of the most significant problems faced in manpower training process for any organization, therefore, commands relevant attention and comprehension. Consequently, this study investigated the nexus between manpower training and corporate compliance. Collection of data for the study was effected through the use of questionnaire with a sample size of 265 drawn by stratified random sampling. The data were analyzed using descriptive and inferential statistics. The findings of the study show that about 75% of the respondents agree that there is a strong relationship between manpower training and corporate compliance, which brings out the organizational attainment from any training process. The findings further show that most organisation do not totally comply with the rules guiding manpower training process thereby making the process less effective on organizational performance, which may affect overall profitability. The study concludes that formulation and compliance of adequate rules and guidelines for manpower trainings will produce effective results for both employees and the organization at large. The study recommends that leaders of organizations, industries, and institutions must ensure total compliance on the part of both the employees and the organization to manpower training rules. Organizations and stakeholders should also ensure that strict policies on corporate compliance to manpower trainings form the heart of their cardinal mission.

Keywords: corporate compliance, manpower training, nexus, rules and guidelines

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4108 Examining the Impact of Training on Turnover Intention in Project-Based Organizations

Authors: Muhammad Safder Shafi, Uzma Javed, Tooba Qasim

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The purpose of this paper is to find out the relationship between training and turnover intention in the presence of mediating variables promotion opportunities and job satisfaction among IT professionals in project based industry. It investigates the relationship directly between 1 independent variable training and dependent variable turnover intention. It also investigates the relationship between independent variable to the mediating variables and mediating variables to the turnover intention. Promotion opportunities and job satisfaction act as a mediator. The study sample comprised of 186 IT professionals from Pakistan, who work on different IT projects. Linear regression and Baron and Kenny approach were used to test the direct and mediated relationship between variables. The survey results demonstrated that job satisfaction fully mediate the relationship between promotion opportunities and turnover intention. Promotion opportunities fully mediate the relationship between employee training and job satisfaction. Promotion opportunities and job satisfaction mediates the relationship between training and turnover intention. The findings from the collected data may help top management to improve organizational strategies to cope up with improving different HR practices like training, pay structure and promotions in order to retain their workforce.

Keywords: HCT, SET, career growth opportunities, job satisfaction, training, turnover intention

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4107 Training as Barrier for Implementing Inclusion for Students with Learning Difficulties in Mainstream Primary Schools in Saudi Arabia

Authors: Mohammed Alhammad

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The movement towards the inclusion of students with special educational needs (SEN) in mainstream schools has become widely accepted practice in many countries. However in Saudi Arabia, this is not happening. Instead the practice for students with learning difficulties (LD) is to study in special classrooms in mainstream schools and they are not included with their peers, except at break times and morning assembly, and on school trips. There are a number of barriers that face implementing inclusion for students with LD in mainstream classrooms: one such barrier is the training of teachers. The training, either pre- or in-service, that teachers receive is seen as playing an important role in leading to the successful implementation of inclusion. The aim of this presentation is to explore how pre-service training and in-service training are acting as barriers for implementing inclusion of students with LD in mainstream primary schools in Saudi Arabia from the perspective of teachers. The qualitative research approach was used to explore this barrier. Twenty-four teachers (general education teachers, special education teachers) were interviewed using semi-structured interview and a number of documents were used as method of data collection. The result showed teachers felt that not much attention was paid to inclusion in pre-services training for general education teachers and special education teachers in Saudi Arabia. In addition, pre-service training for general education teachers does not normally including modules on special education. Regarding the in-service training, no courses at all about inclusion are provided for teachers. Furthermore, training courses in special education are few. As result, the knowledge and skills required to implemented inclusion successfully.

Keywords: inclusion, learning difficulties, Saudi Arabia, training

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4106 Combined Aerobic-Resistance Exercise Training and Broccoli Supplementation on Plasma Decitin-1 and Insulin Resistance in Men with Type 2 Diabetes

Authors: Mohammad Soltani, Ayoub Saeidi, Nikoo Khosravi, Hanieh Nohbaradar, Seyedeh Parya Barzanjeh, Hassane Zouhal

Abstract:

Exercise training and herbs supplement represent have role in the treatment for patients with type 2 diabetes (T2D). However, it is unclear combined effects of exercise training and herbs supplements on diabetic risk markers. This study aimed to determine the effect of 12 weeks of combined exercise and broccoli supplementation on decitin-1 and insulin resistance in men with type 2 diabetes. Forty-four type 2 diabetes men (age, 48.52 ± 4.36) were randomly allocated to training -supplement (TS, n = 11), training- placebo (TP, n = 11), supplement (S, n = 11) and control- placebo (CP, n = 11) groups. The combined exercise program included 12 weeks, three sessions per week, that each session contained 45 minutes of resistance training with intensity 60-70% of one maximal repetition and 30 minutes aerobic training (running) with intensity 60-70% of maximum heart rate. In addition supplement groups consumed 10 grams of Broccoli per day for 12 weeks. Plasma Decitin-1, HOMA-IR, Insulin, glucose and body composition were assessed before and after training. Plasma Dectin-1, HOMA-IR, glucose and BMI significantly decreased in TS, TP and S groups compared with CP group (P < .05). In addition Insulin and skeletal muscles mass showed significant increase in TS and TP groups compared with S and CP groups (P < .05). It is concluded that both combined exercise training (aerobic-resistance) or broccoli supplement can improve plasma Decitin-1 and insulin resistance in two diabetic patients however combine of exercise training and broccoli supplement have more effective on these markers.

Keywords: broccoli supplements, combined training, decitin-1, insulin resistance, type 2 diabetes

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4105 Natural Interaction Game-Based Learning of Elasticity with Kinect

Authors: Maryam Savari, Mohamad Nizam Ayub, Ainuddin Wahid Abdul Wahab

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Game-based Learning (GBL) is an alternative that provides learners with an opportunity to experience a volatile environment in a safe and secure place. A volatile environment requires a different technique to facilitate learning and prevent injury and other hazards. Subjects involving elasticity are always considered hazardous and can cause injuries,for instance a bouncing ball. Elasticity is a topic that necessitates hands-on practicality for learners to experience the effects of elastic objects. In this paper the scope is to investigate the natural interaction between learners and elastic objects in a safe environment using GBL. During interaction, the potentials of natural contact in the process of learning were explored and gestures exhibited during the learning process were identified. GBL was developed using Kinect technology to teach elasticity to primary school children aged 7 to 12. The system detects body gestures and defines the meanings of motions exhibited during the learning process. The qualitative approach was deployed to constantly monitor the interaction between the student and the system. Based on the results, it was found that Natural Interaction GBL (Ni-GBL) is engaging for students to learn, making their learning experience more active and joyful.

Keywords: elasticity, Game-Based Learning (GBL), kinect technology, natural interaction

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4104 Numerical Board Game for Low-Income Preschoolers

Authors: Gozde Inal Kiziltepe, Ozgun Uyanik

Abstract:

There is growing evidence that socioeconomic (SES)-related differences in mathematical knowledge primarily start in early childhood period. Preschoolers from low-income families are likely to perform substantially worse in mathematical knowledge than their counterparts from middle and higher income families. The differences are seen on a wide range of recognizing written numerals, counting, adding and subtracting, and comparing numerical magnitudes. Early differences in numerical knowledge have a permanent effect childrens’ mathematical knowledge in other grades. In this respect, analyzing the effect of number board game on the number knowledge of 48-60 month-old children from disadvantaged low-income families constitutes the main objective of the study. Participants were the 71 preschoolers from a childcare center which served low-income urban families. Children were randomly assigned to the number board condition or to the color board condition. The number board condition included 35 children and the color board game condition included 36 children. Both board games were 50 cm long and 30 cm high; had ‘The Great Race’ written across the top; and included 11 horizontally arranged, different colored squares of equal sizes with the leftmost square labeled ‘Start’. The numerical board had the numbers 1–10 in the rightmost 10 squares; the color board had different colors in those squares. A rabbit or a bear token were presented to children for selecting, and on each trial spun a spinner to determine whether the token would move one or two spaces. The number condition spinner had a ‘1’ half and a ‘2’ half; the color condition spinner had colors that matched the colors of the squares on the board. Children met one-on-one with an experimenter for four 15- to 20-min sessions within a 2-week period. In the first and fourth sessions, children were administered identical pretest and posttest measures of numerical knowledge. All children were presented three numerical tasks and one subtest presented in the following order: counting, numerical magnitude comparison, numerical identification and Count Objects – Circle Number Probe subtest of Early Numeracy Assessment. In addition, same numerical tasks and subtest were given as a follow-up test four weeks after the post-test administration. Findings obtained from the study; showed that there was a meaningful difference between scores of children who played a color board game in favor of children who played number board game.

Keywords: low income, numerical board game, numerical knowledge, preschool education

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4103 Low Term Aerobic Training Is Not Associated with Anti-Inflammatory in Obese Women

Authors: Zohreh Afsharmand, Sokhanguei Yahya

Abstract:

A growing body of literature suggests that that low-grade systemic inflammation associated to obesity plays a key role in the pathogenic mechanism of several disorders. In this study, the effect of 6 weeks aerobic training on IL-6 and IL-1B as inflammatory cytokine were investigated in adult obese women. For this purpose, 26 sedentary adult obese women were divided into exercise and control groups (n=12). Pre and post training of mentioned cytokines were measured in two groups. Student’s t-tests for paired samples were performed to determine whether there were significant within-group changes in the outcomes. A p value less than 0.05 was considered statistically significant. There were no statistically significant differences between the exercise and control groups with regard to anthropometrical markers or inflammatory cytokines. Despite the significant decrease in all anthropometrical markers, no significant differences were found in serum IL-6 and IL-1B by aerobic training with compared to baseline. Our findings indicate that aerobic training intervention for a short time is not associated with the anti-inflammatory property in obese women.

Keywords: aerobic training, cytokine, inflammation, obesity

Procedia PDF Downloads 334
4102 Physical Education Effect on Sports Science Analysis Technology

Authors: Peter Adly Hamdy Fahmy

Abstract:

The aim of the study was to examine the effects of a physical education program on student learning by combining the teaching of personal and social responsibility (TPSR) with a physical education model and TPSR with a traditional teaching model, these learning outcomes involving self-learning. -Study. Athletic performance, enthusiasm for sport, group cohesion, sense of responsibility and game performance. The participants were 3 secondary school physical education teachers and 6 physical education classes, 133 participants with students from the experimental group with 75 students and the control group with 58 students, and each teacher taught the experimental group and the control group for 16 weeks. The research methods used surveys, interviews and focus group meetings. Research instruments included the Personal and Social Responsibility Questionnaire, Sports Enthusiasm Scale, Group Cohesion Scale, Sports Self-Efficacy Scale, and Game Performance Assessment Tool. Multivariate analyzes of covariance and repeated measures ANOVA were used to examine differences in student learning outcomes between combining the TPSR with a physical education model and the TPSR with a traditional teaching model. The research findings are as follows: 1) The TPSR sports education model can improve students' learning outcomes, including sports self-efficacy, game performance, sports enthusiasm, team cohesion, group awareness and responsibility. 2) A traditional teaching model with TPSR could improve student learning outcomes, including sports self-efficacy, responsibility, and game performance. 3) The sports education model with TPSR could improve learning outcomes more than the traditional teaching model with TPSR, including sports self-efficacy, sports enthusiasm, responsibility and game performance. 4) Based on qualitative data on teachers' and students' learning experience, the physical education model with TPSR significantly improves learning motivation, group interaction and sense of play. The results suggest that physical education with TPSR could further improve learning outcomes in the physical education program. On the other hand, the hybrid model curriculum projects TPSR - Physical Education and TPSR - Traditional Education are good curriculum projects for moral character education that can be used in school physics.

Keywords: approach competencies, physical, education, teachers employment, graduate, physical education and sport sciences, SWOT analysis character education, sport season, game performance, sport competence

Procedia PDF Downloads 19
4101 Using Game Engines in Lightning Shielding: The Application of the Rolling Spheres Method on Virtual As-Built Power Substations

Authors: Yuri A. Gruber, Matheus Rosendo, Ulisses G. A. Casemiro, Klaus de Geus, Rafael T. Bee

Abstract:

Lightning strikes can cause severe negative impacts to the electrical sector causing direct damage to equipment as well as shutdowns, especially when occurring in power substations. In order to mitigate this problem, a meticulous planning of the power substation protection system is of vital importance. A critical part of this is the distribution of shielding wires through the substation, which creates a 3D imaginary protection mesh similar to a circus tarpaulin. Equipment enclosed in the volume defined by that 3D mesh is considered protected against lightning strikes. The use of traditional methods of longitudinal cutting analysis based on 2D CAD tools makes the process laborious and the results obtained may not guarantee satisfactory protection of electrical equipment. This work describes the application of a Game Engine to the problem of lightning protection of power substations providing the visualization of the 3D protection mesh, the amount of protected components and the highlight of equipment which remain unprotected. In addition, aspects regarding the implementation and the advantages of approaching the problem using Unreal® Engine 4 are described. In order to validate results, a comparison with traditional 2D methods is applied to the same case study to which the proposed technique has been applied. Finally, a comparative study involving different levels of protection using the technique developed in this work is presented, showing that modern game engines can be a powerful accessory for simulations in several areas of engineering.

Keywords: game engine, rolling spheres method, substation protection, UE4, Unreal Engine 4

Procedia PDF Downloads 513
4100 A Review of Serious Games Characteristics: Common and Specific Aspects

Authors: B. Ben Amara, H. Mhiri Sellami

Abstract:

Serious games adoption is increasing in multiple fields, including health, education, and business. In the same way, many research studied serious games (SGs) for various purposes such as classification, positive impacts, or learning outcomes. Although most of these research examine SG characteristics (SGCs) for conducting their studies, to author’s best knowledge, there is no consensus about features neither in number not in the description. In this paper, we conduct a literature review to collect essential game attributes regardless of the application areas and the study objectives. Firstly, we aimed to define Common SGCs (CSGCs) that characterize the game aspect, by gathering features having the same meanings. Secondly, we tried to identify specific features related to the application area or to the study purpose as a serious aspect. The findings suggest that any type of SG can be defined by a number of CSGCs depicting the gaming side, such as adaptability and rules. In addition, we outlined a number of specific SGCs describing the 'serious' aspect, including specific needs of the domain and indented outcomes. In conclusion, our review showed that it is possible to bridge the research gap due to the lack of consensus by using CSGCs. Moreover, these features facilitate the design and development of successful serious games in any domain and provide a foundation for further research in this area.

Keywords: serious game characteristics, serious games common aspects, serious games features, serious games outcomes

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4099 Development of Distance Training Packages on the Teaching Principles of Foundation English for Secondary School English Teachers in Bangkok and Its Vicinity

Authors: Sita Yiemkuntitavorn

Abstract:

The purposes of this research were to: (1) Develop a distance training package on the teaching principles foundation english language in order to gain the teaching ability for secondary school english teachers in Bangkok and its vicinity (2) study the satisfaction of English teachers towards the quality of a distance training package. The samples for the efficiency testing consisted of 30 english teachers in Bangkok and its vicinity, obtained by purposive sampling. Research tools comprised (1) a distance learning package on the foundation of English writing for teachers. (2) The questionnaires asking the teachers on the quality of the distance training package, and (3) two parallel forms of an achievement test for pre-testing and post-testing. Statistics used were the E1/E2 index, mean and standard deviation. Research findings showed that, (1) the distance training package were efficient at 80.2/80.6 according to the set efficiency criterion of 80/80; (2) and the satisfaction of the teachers on the distance training package of the teaching principles of foundation english for secondary school english teachers in Bangkok and its vicinity was at “Satisfied” level.

Keywords: a distance training package, teaching principles of foundation english, secondary school, Bangkok and its vicinity

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4098 Studying the Effects of Job Training on Employees Efficiency: A Case Study of University Employees, Qom, Iran

Authors: Seyfollah Fazlollahi, Ahmad Bayan Memar

Abstract:

Background: A review of manpower planning includes a training analysis based on job descriptions and job specifications which looks carefully at training from the points of view of the company, its various departments and personnel. This may show weaknesses in some departments and as a result, training is needed for the staff. Purpose: The aim of this research is to investigate the effects of training on employee’s efficiency in different aspects of work. Methodology: This is a descriptive-survey study. Statistical population was 85 official employees of University of Qom, Iran. 70 of these individuals were selected on a statistical random sampling method using Morgan&Gorki table. The instrument used in this study was a questionnaire including 22 questions. Result: Findings in this study according to data analysis indicate that majority of respondents had positive attitude towards training programs, in the job or off the job. They believed that training programs promoted and enhanced their behavior positively which leads to high efficiency in their job. In fact, data support the main hypothesis that training has positive effects on job performance and efficiency. Conclusion: It is concluded from this study and other related researches that training (on the job and off the job) has positive and effective role in human development and labor as employee’s efficiency. Employees get acquainted with different tasks of a job. Group co-operation, creativity and innovation will be enforced. Training leads to job skills, increasing knowledge and information about a job. It also increases technical and conceptual human skills, which are important in an organization. We can also mention workers' increasing positive motivation toward their job, enforcement of coordinating moral, their good human relations and good contact with clients.

Keywords: training, work efficiency, employee, human relation, job satisfaction

Procedia PDF Downloads 182
4097 The Effect of Articial Intelligence on Physical Education Analysis and Sports Science

Authors: Peter Adly Hamdy Fahmy

Abstract:

The aim of the study was to examine the effects of a physical education program on student learning by combining the teaching of personal and social responsibility (TPSR) with a physical education model and TPSR with a traditional teaching model, these learning outcomes involving self-learning. -Study. Athletic performance, enthusiasm for sport, group cohesion, sense of responsibility and game performance. The participants were 3 secondary school physical education teachers and 6 physical education classes, 133 participants with students from the experimental group with 75 students and the control group with 58 students, and each teacher taught the experimental group and the control group for 16 weeks. The research methods used surveys, interviews and focus group meetings. Research instruments included the Personal and Social Responsibility Questionnaire, Sports Enthusiasm Scale, Group Cohesion Scale, Sports Self-Efficacy Scale, and Game Performance Assessment Tool. Multivariate analyzes of covariance and repeated measures ANOVA were used to examine differences in student learning outcomes between combining the TPSR with a physical education model and the TPSR with a traditional teaching model. The research findings are as follows: 1) The TPSR sports education model can improve students' learning outcomes, including sports self-efficacy, game performance, sports enthusiasm, team cohesion, group awareness and responsibility. 2) A traditional teaching model with TPSR could improve student learning outcomes, including sports self-efficacy, responsibility, and game performance. 3) The sports education model with TPSR could improve learning outcomes more than the traditional teaching model with TPSR, including sports self-efficacy, sports enthusiasm, responsibility and game performance. 4) Based on qualitative data on teachers' and students' learning experience, the physical education model with TPSR significantly improves learning motivation, group interaction and sense of play. The results suggest that physical education with TPSR could further improve learning outcomes in the physical education program. On the other hand, the hybrid model curriculum projects TPSR - Physical Education and TPSR - Traditional Education are good curriculum projects for moral character education that can be used in school physics.

Keywords: approach competencies, physical, education, teachers employment, graduate, physical education and sport sciences, SWOT analysis character education, sport season, game performance, sport competence

Procedia PDF Downloads 42
4096 From Abraham to Average Man: Game Theoretic Analysis of Divine Social Relationships

Authors: Elizabeth Latham

Abstract:

Billions of people worldwide profess some feeling of psychological or spiritual connection with the divine. The majority of them attribute this personal connection to the God of the Christian Bible. The objective of this research was to discover what could be known about the exact social nature of these relationships and to see if they mimic the interactions recounted in the bible; if a worldwide majority believes that the Christian Bible is a true account of God’s interactions with mankind, it is reasonable to assume that the interactions between God and the aforementioned people would be similar to the ones in the bible. This analysis required the employment of an unusual method of biblical analysis: Game Theory. Because the research focused on documented social interaction between God and man in scripture, it was important to go beyond text-analysis methods. We used stories from the New Revised Standard Version of the bible to set up “games” using economics-style matrices featuring each player’s motivations and possible courses of action, modeled after interactions in the Old and New Testaments between the Judeo-Christian God and some mortal person. We examined all relevant interactions for the objectives held by each party and their strategies for obtaining them. These findings were then compared to similar “games” created based on interviews with people subscribing to different levels of Christianity who ranged from barely-practicing to clergymen. The range was broad so as to look for a correlation between scriptural knowledge and game-similarity to the bible. Each interview described a personal experience someone believed they had with God and matrices were developed to describe each one as social interaction: a “game” to be analyzed quantitively. The data showed that in most cases, the social features of God-man interactions in the modern lives of people were like those present in the “games” between God and man in the bible. This similarity was referred to in the study as “biblical faith” and it alone was a fascinating finding with many implications. The even more notable finding, however, was that the amount of game-similarity present did not correlate with the amount of scriptural knowledge. Each participant was also surveyed on family background, political stances, general education, scriptural knowledge, and those who had biblical faith were not necessarily the ones that knew the bible best. Instead, there was a high degree of correlation between biblical faith and family religious observance. It seems that to have a biblical psychological relationship with God, it is more important to have a religious family than to have studied scripture, a surprising insight with massive implications on the practice and preservation of religion.

Keywords: bible, Christianity, game theory, social psychology

Procedia PDF Downloads 130