Search results for: electronic arcade style table games
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 3455

Search results for: electronic arcade style table games

3395 How Social Capital Mediates the Relationships between Interpersonal Interaction and Health: Location-Based Augmented Reality Games

Authors: Chechen Liao, Pui-Lai To, Yi-Hui Wang

Abstract:

Recently location-based augmented reality games (LBS+AR) have become increasingly popular as a major form of entertainment. Location-based augmented reality games have provided a lot of opportunities for face-to-face interaction among players. Prior studies also indicate that the social side of location-based augmented reality games are one of the major reasons for players to engage in the games. However, the impact of the usage of location-based augmented reality games has not been well explored. The study examines how interpersonal interaction affects social capital and health through playing location-based augmented reality games. The study also investigates how social capital mediates the relationships between interpersonal interaction and health. The study uses survey method to collect data. Six-hundred forty-seven questionnaires are collected. Structural equation modeling is used to investigate the relationships among variables. The causal relationships between variables in the research model are tested. The results of the study indicated that four interpersonal attraction attributes, including ability, proximity, similarity, and familiarity, are identified by ways of factor analysis. Interpersonal attraction is important for location-based augmented reality game-players to develop bonding and bridging social capital. Bonding and bridging social capital have a positive impact on the mental and social health of game-players. The results of the study provide academic and practical implications for future growth of location-based augmented reality games.

Keywords: health, interpersonal interaction, location-based augmented reality games, social capital

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3394 TALENT GAMING©: The Innovative Methodology to Explore Talents and Empower Teams by Using Board Games

Authors: Susana F. Casla

Abstract:

Talent Gaming is an innovative methodology based on a large research done for years about how table board games can be used to empower teams. This methodology was developed thinking about the efficiency of facilitating team coaching sessions and the importance of bringing out the best of individuals when working as a team. The fact that more senses are involved in playing a board game, linked with the psychological element of space and “permission to play”, help us travel to earlier stages of our life when our authenticity was at its heights. By being focused on playing the board game, the individual does not direct their consciousness in a particular way and is rather focused in winning the board game. By doing this, his or her inner talents and authenticity surfaces and the fact that all the senses are involved impacts enormously his behaviors and attitudes. All of this combined results in an arena where our talents show up and our decision making process is not impacted by other elements, such as appearances, status or hierarchy.

Keywords: talent, team, board game, business psychology, coaching teams at work

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3393 An Owen Value for Cooperative Games with Pairwise a Priori Incompatibilities

Authors: Jose M. Gallardo, Nieves Jimenez, Andres Jimenez-Losada, Esperanza Lebron

Abstract:

A game with a priori incompatibilities is a triple (N,v,g) where (N,v) is a cooperative game, and (N,g) is a graph which establishes initial incompatibilities between some players. In these games, the negotiation has two stages. In the first stage, players can only negotiate with others with whom they are compatible. In the second stage, the grand coalition will be formed. We introduce a value for these games. Given a game with a priori incompatibility (N,v,g), we consider the family of coalitions without incompatibility relations among their players. This family is a normal set system or coalition configuration Ig. Therefore, we can assign to each game with a priori incompatibilities (N,v,g) a game with coalition configuration (N,v, Ig). Now, in order to obtain a payoff vector for (N,v,g), it suffices to calculate a payoff vector for (N,v, Ig). To this end, we apply a value for games with coalition configuration. In our case, we will use the dual configuration value, which has been studied in the literature. With this method, we obtain a value for games with a priori incompatibilities, which is called the Owen value for a priori incompatibilities. We provide a characterization of this value.

Keywords: cooperative game, game with coalition configuration, graph, independent set, Owen value, Shapley value

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3392 The Relationship between Parenting Style, Nonattachment and Inferiority

Authors: Yu-Chien Huang, Shu-Chen Yang

Abstract:

Introduction: Parenting style, non-attachment, and inferiority are important topics in psychology, but the related research on nonattachment is still lacking. Therefore, the purposes of this study were to explore the relationship between parenting style, nonattachment, and inferiority. Methods: We conducted a correlational study, and three instruments were utilized to collect data: parenting style scale, nonattachment scale, and inferiority scale. The inter-reliability Cronbach's α used in this research indicated good inter item reliability and the test-retest reliability that showed a good consistency. The data were analyzed using the descriptive statistics, Chi-square test, one way ANOVA, Pearson’s correlation, and regression analysis. Results: A total of 200 participators were tested in this research. As a result of the study, inferiority had a positive correlation with authoritarian parenting style; nonattachment had a negative correlation with authoritarian parenting style; and with inferiority, the hypothesis was supported. In the linear mediation models, nonattachment was found to be partially mediated the relationship between authoritarian parenting style and inferiority. Conclusion: These findings imply that interventions aimed at enhancing nonattachment as a way to improve inferiority are a good strategy.

Keywords: inferiority, nonattachment, parenting style, psychology

Procedia PDF Downloads 106
3391 The Impact of E-commerce to Improve of Banking Services

Authors: Azzi Mohammed Amin

Abstract:

Summary: This note aims to demonstrate the impact that comes out of electronic commerce to improve the quality of banking services and to answer the questions raised in the problem; it also aims to find out the methods applied in the banks to improve the quality of banking. And it identified a conceptual framework for electronic commerce and electronic banking. In addition, the inclusion of case study includes the Algerian Popular Credit Bank to measure the impact of electronic commerce on the quality of banking services. Has been focusing on electronic banking services as a field of modern knowledge, including fields characterized by high module in content and content, where banking management concluded that the service and style of electronic submission is the only area to compete and improve their quality. After studying the exploration of some of the banks operating in Algeria, and concluded that the majority relies sites, especially on the Internet, to introduce themselves and their affiliates as well as the definition of customer coverage for traditional and electronic, which are still at the beginning of the road where only some plastic cards, e-Banking, Bank of cellular, ATM and fast transfers. The establishment of an electronic network that requires the use of an effective banking system overall settlement of all economic sectors also requires the Algerian banks to be ready to receive this technology through the modernization of management and modernization of services (expand the use of credit cards, electronic money, and expansion of the Internet). As well as the development of the banking media to contribute to the dissemination of electronic banking culture in the community. Has been reached that the use of the communications revolution has made e-banking services inevitable impose itself in determining the future of banks and development, has also been reached that there is the impact of electronic commerce on the improvement of banking services through the provision of the information base and extensive refresher on-site research and development, and apply strategies Marketing, all of which help banks to increase the performance of its services, despite the presence of some of the risks of the means of providing electronic service and not the nature of the service itself and clear impact also by changing the shape or location of service from traditional to electronic which works to reduce and the costs of providing high-quality service and thus access to the largest segment.

Keywords: e-commerce, e-banking, impact e-commerce, B2C

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3390 Polymer in Electronic Waste: An Analysis

Authors: Anis A. Ansari, Aftab A. Ansari

Abstract:

Electronic waste is inundating the traditional solid-waste-disposal facilities, which are inadequately designed to handle and manage such type of new wastes. Since electronic waste contains mostly hazardous and even toxic materials, the seriousness of its effects on human health and the environment cannot be ignored in present scenario. Waste from the electronic industry is increasing exponentially day by day. From the last 20 years, we are continuously generating huge quantities of e-waste such as obsolete computers and other discarded electronic components, mainly due to evolution of newer technologies as a result of constant efforts in research and development in this sector. Polymers, one of the major constituents in almost every electronic waste, such as computers, printers, electronic equipment, entertainment devices, mobile phones, television sets etc., are if properly recycled can create a new business opportunity. This would not only create potential market for polymers to improve economy but also the priceless land used as dumping sites of electronic waste, can be utilized for other productive purposes.

Keywords: polymer recycling, electronic waste, hazardous materials, electronic components

Procedia PDF Downloads 446
3389 History Impact of Cuba's Sports Results on Panamerican Games

Authors: Jose Ramon Sanabria Navarro, Yahilina Silveira Perez

Abstract:

The Pan American Games are one of the best regional sports integration events for the Americas, thousands of athletes from different countries are integrated based on obtaining satisfactory sports results and bringing the glory of the national identity of the sport to their country. There are countries that despite the small number of inhabitants have obtained very satisfactory results such as Cuba. Objective: To analyze the impact of Cuba's sports results in the Pan American Games. The methodology was based on the postulates of the materialist dialectic since the investigated reality was studied from historicity, systematicity and in its systemic character. The population and sample consisted of 41 countries of the American continent, and the 15 events carried out to date were analyzed. The impact of Cuba is very relevant because it is the country that has the second place by country in terms of number of medals, is among the first in terms of medals per inhabitants and in general sense of all the indicators treated assumes the fourth place integral. What is the current status of Cuba's sports results in Pan American Games? Having as a general objective, analyze the impact of Cuba's sports results in the Pan American Games. The hypotheses that will lead this research have the following methodological and interaction order: H1: Cuba's performance in Pan American Sports Games positively impacts the amount of medals obtained. H2: The amount of medals from Cuba in Pan American Sports Games positively impacts the general podium for countries of these regional events. H3: The amount of medals obtained by Cuba in Pan American Sports Games positively impacts the number of inhabitants. H4: The amount of medals obtained by Cuba positively impacts the overall result of the countries. H5: Cuba's performance in the Panamerican Sports Games positively impacts the overall results of these regional events. In general, it is possible to demonstrate the impact of Cuba's sports performance in Pan American Games and the organizational sports structure that has allowed the country to obtain them is evidenced.

Keywords: Cuba, history of sport, sports games, regional events, sport

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3388 Technical Games Using ICT as a Preparation for Teaching about Technology in Pre-School Age

Authors: Pavlína Částková, Jiří Kropáč, Jan Kubrický

Abstract:

The paper deals with the current issue of Information and Communication Technologies and their implementation into the educational activities of preschool children. The issue is addressed in the context of technical education and the specifics of its implementation in a kindergarten. One of the main topics of this paper is a technical game activity of a preschool child, and its possibilities, benefits and risks. The paper presents games/toys as one of the means of exploring and understanding technology as an essential part of human culture.

Keywords: ICT, technical education, pre-school age, technical games

Procedia PDF Downloads 407
3387 Students’ Perceptions on Educational Game for Learning Programming Subject: A Case Study

Authors: Roslina Ibrahim, Azizah Jaafar, Khalili Khalil

Abstract:

Educational games (EG) are regarded as a promising teaching and learning tool for the new generation. Growing number of studies and literatures can be found in EG studies. Both academic researchers and commercial developers come out with various educational games prototypes and titles. Despite that, acceptance of educational games still lacks among the students. It is important to understanding students’ perceptions of EG, since they are the main stakeholder of the technology. Thus, this study seeks to understand perceptions of undergraduates’ students using a framework originated from user acceptance theory. The framework consists of six constructs with twenty-eight items. Data collection was done on 180 undergraduate students of Universiti Teknologi Malaysia, Kuala Lumpur using self-developed online EG called ROBO-C. Data analysis was done using descriptive, factor analysis and correlations. Performance expectancy, effort expectancy, attitude, and enjoyment factors were found significantly correlated with the intention to use EG. This study provides more understanding towards the use of educational games among students.

Keywords: educational games, perceptions, acceptance, UTAUT

Procedia PDF Downloads 384
3386 An Examination of the Role of Perceived Leadership Styles on Job Satisfaction among Selected Bank Employees

Authors: Solomon Ojo

Abstract:

The study set out to investigate the role of perceived leadership style on achievement motivation of selected bank employees. The study was a cross-sectional survey. A total of 585 bank workers took part in the study; 283 (48.4%) were males while 302% (51.6%) were females. Mean age of 31.8 yrs (SD = 7.8 yrs) was reported for the participants for the study. Questionnaires were used for data collection. Data was analyzed using both descriptive and inferential statistic. The t- test for independent measures was used to test all the hypotheses, using the statistical package for social sciences version 21.0. The results in the study revealed that bank employees who perceived their leaders as high on consideration style of leadership reported more job satisfaction than bank employees who perceived their leaders as low on consideration style of leadership [t(583) = 16.43, p<.001]; bank employees who perceived their leaders as high in initiating structure style reported more job satisfaction than bank employees who perceived their leaders as low in initiating structure style [t(583)=12.06, p<.01]. The results showed further the influence of perceived leadership styles on all measures of job satisfaction. First, the result showed that bank employees who perceived their leaders as high on consideration style reported more satisfaction with hours worked each day than bank employees who perceived their leaders as low on consideration style [t(583) = 9.23, p<.01]. Second, the results revealed that bank employees who perceived their leaders as high on consideration style reported more satisfaction with flexibility in scheduling than bank employees who perceived their leaders as low on consideration style [t(583) = 8.80, p<.01]. Third, it was shown that bank employees who perceived their leaders as high on consideration style reported more satisfaction with location of work than bank employees who perceived their leaders as low on consideration style [t(583) = 14.17, p<.01] e.t.c. The results were extensively discussed in relation to relevant body of literature.

Keywords: leadership styles, job satisfaction, bank employees, perceived

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3385 Computer Self-Efficacy, Study Behaviour and Use of Electronic Information Resources in Selected Polytechnics in Ogun State, Nigeria

Authors: Fredrick Olatunji Ajegbomogun, Bello Modinat Morenikeji, Okorie Nancy Chituru

Abstract:

Electronic information resources are highly relevant to students' academic and research needs but are grossly underutilized, despite the institutional commitment to making them available. The under-utilisation of these resources could be attributed to a low level of study behaviour coupled with a low level of computer self-efficacy. This study assessed computer self-efficacy, study behaviour, and the use of electronic information resources by students in selected polytechnics in Ogun State. A simple random sampling technique using Krejcie and Morgan's (1970) Table was used to select 370 respondents for the study. A structured questionnaire was used to collect data on respondents. Data were analysed using frequency counts, percentages, mean, standard deviation, Pearson Product Moment Correlation (PPMC) and multiple regression analysis. Results reveal that the internet (= 1.94), YouTube (= 1.74), and search engines (= 1.72) were the common information resources available to the students, while the Internet (= 4.22) is the most utilized resource. Major reasons for using electronic information resources were to source materials and information (= 3.30), for research (= 3.25), and to augment class notes (= 2.90). The majority (91.0%) of the respondents have a high level of computer self-efficacy in the use of electronic information resources through selecting from screen menus (= 3.12), using data files ( = 3.10), and efficient use of computers (= 3.06). Good preparation for tests (= 3.27), examinations (= 3.26), and organization of tutorials (= 3.11) are the common study behaviours of the respondents. Overall, 93.8% have good study behaviour. Inadequate computer facilities to access information (= 3.23), and poor internet access (= 2.87) were the major challenges confronting students’ use of electronic information resources. According to the PPMC results, study behavior (r = 0.280) and computer self-efficacy (r = 0.304) have significant (p 0.05) relationships with the use of electronic information resources. Regression results reveal that self-efficacy (=0.214) and study behavior (=0.122) positively (p 0.05) influenced students' use of electronic information resources. The study concluded that students' use of electronic information resources depends on the purpose, their computer self-efficacy, and their study behaviour. Therefore, the study recommended that the management should encourage the students to improve their study habits and computer skills, as this will enhance their continuous and more effective utilization of electronic information resources.

Keywords: computer self-efficacy, study behaviour, electronic information resources, polytechnics, Nigeria

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3384 Association Between Hip Internal and External Rotation Range of Motion and Low Back Pain in Table Tennis Players

Authors: Kaili Wang, Botao Zhang, Enming Zhang

Abstract:

Background: Low back pain (LBP) is a common problem affecting athletes' training and competition. Although the association between a limited hip range of motion and prevalence of low back pain has been studied extensively, it has not been studied in table tennis. Aim: The main purposes of this study in table tennis players were (1) to investigate if there is a difference in hip internal rotation (HIR) and external rotation (HER) range of motion (ROM) between players with LBP and players without LBP and (2) to analyze the association between HIR and HER ROM and LBP. Methods: Forty-six table tennis players from the Chinese table tennis team were evaluated for passive maximum HIR and HER ROM. LBP was retrospectively recorded for the last 12 months before the date of ROM assessment by a physical therapist. The data were analyzed the difference in HIR and HER ROM between players with LBP and players without LBP by Mann-Whitney U test, and the association between the difference in HIR and HER ROM and LBP was analyzed via a binary logistic regression. Results: The 54% of players had developed LBP during the retrospective study period. Significant difference between LBP group and the asymptomatic group for HIR ROM (z=4.007, p<0.001) was observed. Difference between LBP group and asymptomatic group for HER ROM (z=1.117, p=0.264) was not significant. Players who had HIR ROM deficit had an increased risk of LBP compared with players without HIR ROM deficit (OR=5.344, 95%CI: 1.006-28.395, P=0.049). Conclusion: HIR ROM of a table tennis player with LBP was less than a table tennis player without LBP. Compared with player whose HIR ROM was normal, player who had HIR ROM deficit appeared to have a higher risk for LBP.

Keywords: assessment, injury prevention, low back pain, table tennis players

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3383 An Electronic and Performance Test for the Applicants to Faculty of Education for Early Childhood in Egypt for Measuring the Skills of Teacher Students

Authors: Ahmed Amin Mousa, Gehan Azam

Abstract:

The current study presents an electronic test to measure teaching skills. This test is a part of the admission system of the Faculty of Education for Early Childhood, Cairo University. The test has been prepared to evaluate university students who apply for admission the Faculty. It measures some social and physiological skills which are important for successful teachers, such as emotional adjustment and problem solving; moreover, the extent of their love for children and their capability to interact with them. The test has been approved by 13 experts. Finally, it has been introduced to 1,100 students during the admission system of the academic year 2016/2017. The results showed that most of the applicants have an auditory learning style. In addition, 97% of them have the minimum requirement skills for teaching children.

Keywords: electronic test, performance, early childhood, skills, teacher student

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3382 Development of Multimedia Learning Application for Mastery Learning Style: A Graduated Difficulty Strategy

Authors: Nur Azlina Mohamed Mokmin, Mona Masood

Abstract:

Guided by the theory of learning style, this study is based on the development of a multimedia learning application for students with mastery learning style. The learning material was developed by applying a graduated difficulty learning strategy. Algebraic fraction was chosen as the learning topic for this application. The effectiveness of this application in helping students learn is measured by giving a pre- and post-test. The result shows that students who learn using the learning material that matches their preferred learning style performs better than the students with a non-personalized learning material.

Keywords: algebraic fractions, graduated difficulty, mastery learning style, multimedia

Procedia PDF Downloads 479
3381 Comparison between Approaches Used in Two Walk About Projects

Authors: Derek O Reilly, Piotr Milczarski, Shane Dowdall, Artur Hłobaż, Krzysztof Podlaski, Hiram Bollaert

Abstract:

Learning through creation of contextual games is a very promising way/tool for interdisciplinary and international group projects. During 2013 and 2014 we took part and organized two intensive students projects in different conditions. The projects enrolled 68 students and 12 mentors from 5 countries. In the paper we want to share our experience how to strengthen the chances to succeed in short (12-15 days long) student projects. In our case almost all teams prepared working prototype and the results were highly appreciated by external experts.

Keywords: contextual games, mobile games, GGULIVRR, walkabout, Erasmus intensive programme

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3380 Analysing Perceptions of Online Games-Based Learning: Case Study of the University of Northampton

Authors: Alison Power

Abstract:

Games-based learning aims to enhance students’ engagement with and enjoyment of learning opportunities using games-related principles to create a fun yet productive learning environment. Motivating students to learn in an online setting can be particularly challenging, so a cross-Faculty synchronous online session provided students with the opportunity to engage with ‘GAMING’: an interactive, flexible and scalable e-resource for students to work synchronously in groups to complete a series of e-tivities designed to enhance their skills of leadership, collaboration and negotiation. Findings from a post-session online survey found the majority of students had a positive learning experience, finding 'GAMING' to be an innovative and engaging e-resource which motivated their group to learn.

Keywords: collaboration, games-based learning, groupwork, synchronous online learning, teamwork

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3379 Seismic Response of Structure Using a Three Degree of Freedom Shake Table

Authors: Ketan N. Bajad, Manisha V. Waghmare

Abstract:

Earthquakes are the biggest threat to the civil engineering structures as every year it cost billions of dollars and thousands of deaths, around the world. There are various experimental techniques such as pseudo-dynamic tests – nonlinear structural dynamic technique, real time pseudo dynamic test and shaking table test method that can be employed to verify the seismic performance of structures. Shake table is a device that is used for shaking structural models or building components which are mounted on it. It is a device that simulates a seismic event using existing seismic data and nearly truly reproducing earthquake inputs. This paper deals with the use of shaking table test method to check the response of structure subjected to earthquake. The various types of shake table are vertical shake table, horizontal shake table, servo hydraulic shake table and servo electric shake table. The goal of this experiment is to perform seismic analysis of a civil engineering structure with the help of 3 degree of freedom (i.e. in X Y Z direction) shake table. Three (3) DOF shaking table is a useful experimental apparatus as it imitates a real time desired acceleration vibration signal for evaluating and assessing the seismic performance of structure. This study proceeds with the proper designing and erection of 3 DOF shake table by trial and error method. The table is designed to have a capacity up to 981 Newton. Further, to study the seismic response of a steel industrial building, a proportionately scaled down model is fabricated and tested on the shake table. The accelerometer is mounted on the model, which is used for recording the data. The experimental results obtained are further validated with the results obtained from software. It is found that model can be used to determine how the structure behaves in response to an applied earthquake motion, but the model cannot be used for direct numerical conclusions (such as of stiffness, deflection, etc.) as many uncertainties involved while scaling a small-scale model. The model shows modal forms and gives the rough deflection values. The experimental results demonstrate shake table as the most effective and the best of all methods available for seismic assessment of structure.

Keywords: accelerometer, three degree of freedom shake table, seismic analysis, steel industrial shed

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3378 Physical Physics: Enhancing the Learning Experience for Undergraduate Game Development Students

Authors: Y. Kavanagh, N. O'Hara, R. Palmer, P. Lowe, D. Rafferty

Abstract:

Physical Physics is a physics education methodology for games programfmes that integrates physical activity with movement tracking and modelling. It significantly enhances the learning experience and it is effective in illustrating how physics is core in games design and programming, while allowing students to be active participants and take ownership of the learning process. It has been successfully piloted with undergraduate students studying Games Development.

Keywords: activity, enhanced learning, game development, physics

Procedia PDF Downloads 263
3377 Transformational Leadership Style and Organizational Commitment: An Empirical Assessment

Authors: Ugochukwu D. Abasilim, Aize I. Obayan, Adedayo J. Odukoya, Godwyns Agube, Power A. I. Wogu, Nchekwube Excellence-Oluye

Abstract:

This paper examines the effect of transformational leadership style on organizational commitment among Private University employees in Nigeria. A quantitative methodology was adopted for this study. A structured Multi-factor Leadership Questionnaire (MLQ) developed by Bass and Avolio (1997) and Organizational Commitment Questionnaire (OCQ) developed by Meyer and Allen (1997) were the major instruments used for data collection. Simple linear regression was used for testing the hypothesis. The results indicated that there was no significant positive effect of transformational leadership style on organizational commitment among employees of the Nigerian private university studied. Though the respondents rated their leaders high on transformational leadership style, their organizational commitment rating was average for majority, which implies that employees’ level of commitment could be accounted for by transformational leadership style existing in the institution. This finding is antithetical to the common submission in literature that transformational leadership style has a significant effect on organizational commitment. It was therefore recommended that further studies may want to further explore the reasons for this variance.

Keywords: leadership style, Nigeria, organizational, commitment, transformational leadership

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3376 Effectiveness of Lowering the Water Table as a Mitigation Measure for Foundation Settlement in Liquefiable Soils Using 1-g Scale Shake Table Test

Authors: Kausar Alam, Mohammad Yazdi, Peiman Zogh, Ramin Motamed

Abstract:

An earthquake is an unpredictable natural disaster. It induces liquefaction, which causes considerable damage to the structure, life support, and piping systems because of ground settlement. As a result, people are incredibly concerned about how to resolve the situation. Previous researchers adopted different ground improvement techniques to reduce the settlement of the structure during earthquakes. This study evaluates the effectiveness of lowering the water table as a technique to mitigate foundation settlement in liquefiable soil. The performance will be evaluated based on foundation settlement and the reduction of excessive pore water pressure. In this study, a scaled model was prepared based on a full-scale shale table experiment conducted at the University of California, San Diego (UCSD). The model ground consists of three soil layers having a relative density of 55%, 45%, and 90%, respectively. A shallow foundation is seated over an unsaturated crust layer. After preparation of the model ground, the water table was measured to be at 45, 40, and 35 cm (from the bottom). Then, the input motions were applied for 10 seconds, with a peak acceleration of 0.25g and a constant frequency of 2.73 Hz. Based on the experimental results, the effectiveness of the lowering water table in reducing the foundation settlement and excess pore water pressure was evident. The foundation settlement was reduced from 50 mm to 5 mm. In addition, lowering the water table as a mitigation measure is a cost-effective way to decrease liquefaction-induced building settlement.

Keywords: foundation settlement, ground water table, liquefaction, hake table test

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3375 Effects of the Mathcing between Learning and Teaching Styles on Learning with Happiness of College Students

Authors: Tasanee Satthapong

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The purpose of the study was to determine the relationship between learning style preferences, teaching style preferences, and learning with happiness of college students who were majors in five different academic areas at the Suansunandha Rajabhat University in Thailand. The selected participants were 729 students 1st year-5th year in Faculty of Education from Thai teaching, early childhood education, math and science teaching, and English teaching majors. The research instruments are the Grasha and Riechmann learning and teaching styles survey and the students’ happiness in learning survey, based on learning with happiness theory initiated by the Office of the National Education Commission. The results of this study: 1) The most students’ learning styles were participant style, followed by collaborative style, and independent style 2) Most students’ happiness in learning in all subjects areas were at the moderate level: Early Childhood Education subject had the highest scores, while Math subject was at the least scores. 3) No different of student’s happiness in learning were found between students who has learning styles that match and not match to teachers’ teaching styles.

Keywords: learning style, teaching style, learning with happiness

Procedia PDF Downloads 657
3374 Machines Hacking Humans: Performances Practices in Electronic Music during the 21st Century

Authors: Zimasa Siyasanga Gysman

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This paper assesses the history of electronic music and its performance to illustrate that machines and technology have largely influenced how humans perform electronic music. The history of electronic music mainly focuses on the composition and production of electronic music with little to no attention paid to its performance by the majority of scholars in this field. Therefore, establishing a history of performance involves investigating what compositions of electronic music called for in the production of electronic music performance. This investigation into seminal works in the history of electronic music, therefore, illustrates the aesthetics of electronic music performance and the aesthetics established in the very beginnings of electronic music performance demonstrate the aesthetics of electronic music which are still prevalent today. The key aesthetics are the repurposing of technology and the hybridisation of technology. Performers take familiar technology (technology that society has become accustomed to using in daily life), not necessarily related to music or performance and use it as an instrument in their performances, such as a rotary dial telephone. Likewise, since the beginnings of electronic music, producers have always experimented with the latest technologies available to them in their compositions and performances. The spirit of performers of electronic music, therefore, revolves around repurposing familiar technologies and using them in new ways, whilst similarly experimenting with new technologies in their performances. This process of hybridisation plays a key role in the production and performance of electronic music in the twentieth century. Through various interviews with performers of electronic music, it is shown that these aesthetics are driving performance practices in the twenty-first century.

Keywords: body, hybridisation, performance, sound

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3373 The Impact of Stress and Coping Style on Educational Involvement among Fathers to Children with Special Needs in Inclusive Education

Authors: Aviva Lvan, Lipaz Shamoa-Nir

Abstract:

Recently, has increased the research interest in modern fatherhood especially, the increasing involvement of fathers in the family. However, there is a little research evidence on fathers to children with special needs. Therefore, the purpose of this study was to examine the effects of stress and coping style on involvement in school among fathers to children with special needs in inclusive education. We compared the fathers to children with special needs (N=72) with fathers to non-special needs children (N = 75), and found that higher stress levels, greater educational involvement and greater use of social support coping style, were found among fathers of children with special needs. In addition, mission coping style and emotional coping style predict involvement in the school and emotional coping style predicts high levels of stress. The above findings contribute to the investigation of changes in the perception of the role of fathers and their involvement in their children's lives especially, among fathers to children with special needs. From the applied aspect, the findings may increase the understanding of the role of fathers and their unique contribution to the social, emotional, and academic development of their children.

Keywords: coping style, educational involvement, special needs, stress

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3372 Unveiling Coaching Style of PE Teachers: A Convergent Parallel Approach

Authors: Arazan Jane V., Badiang, Ronesito Jr. R., Clavesillas Cristine Joy H., Belleza Saramie S.

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This study examined the coaching style among the PE Teachers in terms of Autonomy, Supportive style, and Controlling Style. On the other hand, gives opportunities to an athlete to be independent, task-oriented, and acknowledge their feelings and perspective of each individual. A controlling coaching style is also portrayed by the rises and falls over an athlete's training development; when this variance is identified, it might harm training. The selection of the respondents of the study will use a random sample of High School PE teachers of the Division of Davao del Norte with a total of 78 High School PE teachers, which can be broken down into 70 High School PE Teachers for Quantitative data for the survey questionnaire and 8 PE Teachers for Qualitative data (IDI). In the quantitative phase, a set of survey questionnaires will be used to gather data from the participants—the extent of the Implementation Questionnaire. The tool will be a researcher-made questionnaire based on the Coaching Styles of selected High School PE teachers of Davao Del Norte. In the qualitative phase, an interview guide questionnaire will be used. Focus group discussions will be conducted to determine themes and patterns or participants' experiences and insights. The researchers conclude that the degree of coaching style among PE Teachers from the Division of Davao del Norte is high, as seen by the findings of this study, and that coaching style among these teachers is highly noticeable.

Keywords: supportive autonomy style, controlling style, live experiences, exemplified

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3371 Factors Affecting Slot Machine Performance in an Electronic Gaming Machine Facility

Authors: Etienne Provencal, David L. St-Pierre

Abstract:

A facility exploiting only electronic gambling machines (EGMs) opened in 2007 in Quebec City, Canada under the name of Salons de Jeux du Québec (SdjQ). This facility is one of the first worldwide to rely on that business model. This paper models the performance of such EGMs. The interest from a managerial point of view is to identify the variables that can be controlled or influenced so that a comprehensive model can help improve the overall performance of the business. The EGM individual performance model contains eight different variables under study (Game Title, Progressive jackpot, Bonus Round, Minimum Coin-in, Maximum Coin-in, Denomination, Slant Top and Position). Using data from Quebec City’s SdjQ, a linear regression analysis explains 90.80% of the EGM performance. Moreover, results show a behavior slightly different than that of a casino. The addition of GameTitle as a factor to predict the EGM performance is one of the main contributions of this paper. The choice of the game (GameTitle) is very important. Games having better position do not have significantly better performance than games located elsewhere on the gaming floor. Progressive jackpots have a positive and significant effect on the individual performance of EGMs. The impact of BonusRound on the dependent variable is significant but negative. The effect of Denomination is significant but weakly negative. As expected, the Language of an EGMS does not impact its individual performance. This paper highlights some possible improvements by indicating which features are performing well. Recommendations are given to increase the performance of the EGMs performance.

Keywords: EGM, linear regression, model prediction, slot operations

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3370 Surveying Adolescent Males in India Regarding Mobile Phone Use and Sexual and Reproductive Health Education

Authors: Rohan M. Dalal, Elena Pirondini, Shanu Somvanshi

Abstract:

Introduction: The current state of reproductive health outcomes in lower-income countries is poor, with inadequate knowledge and culture among adolescent boys. Moreover, boys have traditionally not been a priority target. To explore the opportunity to educate adolescent boys in the developing world regarding accurate reproductive health information, the purpose of this study is to investigate how adolescent boys in the developing world engage and use technology, utilizing cell phones. This electronic survey and video interview study were conducted to determine the feasibility of a mobile phone platform for an educational video game specifically designed for boys that will improve health knowledge, influence behavior, and change health outcomes, namely teen pregnancies. Methods: With the assistance of Plan India, a subsidiary of Plan International, informed consent was obtained from parents of adolescent males who participated in an electronic survey and video interviews via Microsoft Teams. An electronic survey was created with 27 questions, including topics of mobile phone usage, gaming preferences, and sexual and reproductive health, with a sample size of 181 adolescents, ages 11-25, near New Delhi, India. The interview questions were written to explore more in-depth topics after the completion of the electronic survey. Eight boys, aged 15, were interviewed for 40 minutes about gaming and usage of mobile phones as well as sexual and reproductive health. Data/Results. 154 boys and 27 girls completed the survey. They rated their English fluency as relatively high. 97% of boys (149/154) had access to mobile phones. The majority of phones were smartphones (97%, 143/148). 48% (71/149) of boys borrowed cell phones. The most popular phone platform was Samsung (22%, 33/148). 36% (54/148) of adolescent males looked at their phones 1-10 times per day for 1-2 hours. 55% (81/149) of the boys had parental restrictions. 51% (76/148) had 32 GB of storage on their phone. 78% (117/150) of the boys had wifi access. 80% (120/150) of respondents reported ease in downloading apps. 97% (145/150) of male adolescents had social media, including WhatsApp, Facebook, and YouTube. 58% (87/150) played video games. Favorite video games included Free Fire, PubG, and other shooting games. In the video interviews, the boys revealed what made games fun and engaging, including customized avatars, progression to higher levels, realistic interactive platforms, shooting/guns, the ability to perform multiple actions, and a variety of worlds/settings/adventures. Ideas to improve engagement in sexual and reproductive health classes included open discussions in the community, enhanced access to information, and posting on social media. Conclusion: This study involving an electronic survey and video interviews provides an initial foray into understanding mobile phone usage among adolescent males and understanding sexual and reproductive health education in New Delhi, India. The data gathered from this study support using mobile phone platforms, and this will be used to create a serious video game to educate adolescent males about sexual and reproductive health in an attempt to lower the rate of unwanted pregnancies in the world.

Keywords: adolescent males, India, mobile phone, sexual and reproductive health

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3369 The Awareness of Computer Science Students Regarding the Security of Location Based Games

Authors: Jacques Barnard, Magda Huisman, Gunther R. Drevin

Abstract:

Rapid expansion and development in die mobile technology market has created an opportunity for users to participate in location based games. As a consequence of this fast expanding market and new technology, it is important to be aware of the implications this has on security. This paper measures the impact on the security awareness of games’ participants, as well as on that of students at university level with regards to their various stages of input in years of studying and gamer classification. This serves to provide insight into the matter as to discernible differences in the awareness of the security implications concerning these technologies. The data was accumulated via a web questionnaire that was to be completed yearly by students from respective year groups. Results signify a meaningful disparity in security awareness among students completing the varying study years and research. This awareness, however, does not always impact on gamers.

Keywords: gamer classifications, location based games, location based data, security awareness

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3368 Serious Gaming for Behaviour Change: A Review

Authors: Ramy Hammady, Sylvester Arnab

Abstract:

Significant attention has been directed to adopt game interventions practically to change certain behaviours in many disciplines such as health, education, psychology through many years. That’s due to the intrinsic motivation that games can cause and the substantial impact the games can leave on the player. Many review papers were induced to highlight and measure the effectiveness of the game’s interventions on changing behaviours; however, most of these studies neglected the game design process itself and the game features and elements that can stimuli changing behaviours. Therefore, this paper aims to identify the most game design mechanics and features that are the most influencing on changing behaviour during or after games interventions. This paper also sheds light on the theories of changing behaviours that clearly can led the game design process. This study gives directions to game designers to spot the most influential game features and mechanics for changing behaviour games in order to exploit it on the same manner.

Keywords: behaviour change, game design, serious gaming, gamification, review

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3367 Perceptions of Senior Academics in Teacher Education Colleges Regarding the Integration of Digital Games during the Pandemic

Authors: Merav Hayakac, Orit Avidov-Ungarab

Abstract:

The current study adopted an interpretive-constructivist approach to examine how senior academics from a large sample of Israeli teacher education colleges serving general or religious populations perceived the integration of digital games into their teacher instruction and what their policy and vision were in this regard in the context of the COVID-19 pandemic. Half the participants expressed a desire to integrate digital games into their teaching and learning but acknowledged that this practice was uncommon. Only a small minority believed they had achieved successful integration, with doubt and skepticism expressed by some religious colleges. Most colleges had policies encouraging technology integration supported by ongoing funding. Although a considerable gap between policy and implementation remained, the COVID-19 pandemic was viewed as having accelerated the integration of digital games into pre-service teacher instruction. The findings suggest that discussions around technology-related vision and policy and their translation into practice should relate to the specific cultural needs and academic preparedness of the population(s) served by the college.

Keywords: COVID-19, digital games, pedagogy, teacher education colleges

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3366 The Impact of Online Games, Massively Multiplayer Online Game towards Undergraduate Students in Malaysia

Authors: Rubijesmin Abdul Latif, Norshakirah Abdul Aziz, Mohd Taufik Abdul Jalil

Abstract:

This paper focuses on the impact of online games among Malaysian undergraduate students. The purpose of this study is to investigate whether online games (especially MMOGs) impacted students positively or vice versa; focusing on three elements (time management, social life, and emotion). A total of 83 respondents comprised from 14 Malaysia universities, randomly selected undergraduate students who play MMOGs (casual and hardcore gamers i.e. addiction to MMOGs) were involved in this study. The results showed that MMOGs have only negative impact on students capabilities in time management, meanwhile as for the elements social life and emotion, MMOGs do not affect them negatively.

Keywords: internet game addiction, online games, MMOGs, impact, undergraduate students

Procedia PDF Downloads 555