bluuebunny/crossref_metadata_2025 huggingface dataset:
The Dark Side of Fun: Understanding Dark Patterns and Literacy Needs in Early Childhood Mobile Gaming
Authors: Sousa Carla , Oliveira Ana
Published: September 2023

Play has always been recognized as an essential aspect of human development, particularly during early childhood, as it contributes to learning, the formation of meanings, and experiencing the world. In today's digitalized society, early childhood education has increasingly integrated digital media into its practices, both in schools and at the family level. Mobile digital games (MDG) have received significant attention due to their impact on children's interactions, play, and learning. However, as young children engage more with MDGs, concerns about problem gaming have arisen, referring to conflicts and issues that emerge from game playing within everyday sociocultural contexts. Scholars such as Zagal et al. (2013) have identified certain game design patterns as "dark", which can be considered unethical as they manipulate players against their best interests. Given the prevalence of mobile gaming in early childhood, studying these dark patterns becomes even more crucial.  This study aims to investigate the presence of dark patterns in MDG for young children (0-5 years old), through qualitative analysis. The five most popular free games for this age range on App Store (February 2023) were analysed, particularly focusing on the presence of temporal, monetary, social, and/or psychological dark patterns. The analysis uncovers the presence of temporal, monetary, and psychological dark patterns, including aesthetic manipulations, paywalls, and periodic rewards resembling gambling elements. The games also employ advertising strategies and engagement tactics that challenge young children's navigation. Parental control mechanisms offer limited safeguards, requiring continuous monitoring and parental involvement in play dynamics. The study highlights the importance of adult media and digital literacy in supporting children's online play effectively, while also emphasising the responsibility of game designers and developers to create healthier and less risky game experiences.
Educational Story-Based Game for Capturing the Learner's Personality
Authors: Tsionas Athanasios , Satratzemi Maya
Published: September 2023

In recent years with the help of digital games there is an increasing interest in creating Serious Games for learning through play. With the help of machine learning algorithms, an educational serious game can be used, not only to assist the learner in his/her studies, but also to extract insights about the learner's personality. In game-based learning we take into account that the student behaves differently according to his/her individual characteristics while learning by playing. The most used method to model the learner’s personality is the self-report using questionnaires. The drawback of this approach is that the learner may not assess himself correctly or his/her answers’ may be biased towards the more socially acceptable responses rather than being truthful. In this paper, we explore the idea of having an alternative method of learning a person’s personality model and thus to better create interactive and engaging methods to assist learners in their studies. A story-based game with gamified learning elements was created for helping the learners study and evaluate their knowledge in the programming language C. The students learn by evaluating code snippets and depending on their response the game would give constructive feedback. At the same time students’ in-game  behavior is captured and thus their personality traits could be determined. For modeling the learner’s personality we used the Five-Factor Model (OCEAN), a taxonomy of five personality traits (Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism), each of which combines many personality characteristics. To evaluate the efficiency of the proposed serious game, we gathered data from 107 first year Computer Science students from the University of Macedonia. The students played the game and filled in the Big Five Inventory (BFI) questionnaire to capture their OCEAN traits. The BFI questionnaire was used as a ground truth. After the data gathering, we used machine learning techniques and also classification algorithms to create our model. The goodness of the model was assessed using different metrics and the results showed that it is effective to model both the extraversion and openness personality dimensions using serious games instead of questionnaires.
Integrating Reinforcement AI into the Design of Educational Games
Authors: Amresh Ashish
Published: September 2023

The emergence of reinforcement-based AI for text generation (Chat-GPT) and image creation (Dall-E) has opened a wide range of possibilities for changing the game design and development process. While game development researchers have mostly focused on integrating these technologies to improve production workflow and demonstrate their use in the creation of content for entertainment purposes (intelligent NPCS), there is very little knowledge on how to integrate this technology into the design of educational games. In this paper, we present the results of integrating reinforcement AI (text and image generation) into educational gaming experiences by graduate students enrolled in a game-based learning course. The students were given a core set of requirements that enable the integration into their project with some flexibility on the desired educational outcome. The produced experiences were then evaluated by a small sample of experts (gaming and learning sciences) and their observations were compiled. Specifically, we describe the wide range of experiences developed by the students and the results of a qualitative study with a small group of experts that evaluated these experiences. Our results indicate that reinforcement AI-based integrations into educational game design and development helps enrich the user experience and has the potential to improve learning outcomes.
Students as educational board game designers: Learning opportunities and design dilemmas
Authors: Hanghøj Thorkild
Published: September 2023

Even though there is a long tradition for letting students play and design board games in the classroom, there exist relatively few studies, which conceptualise how students can learn through designing educational board games. In this paper, I present a theoretical model, which can be used to understand and inform how students work with board game design activities, and how this may require them to address specific dilemmas and complexities in their design processes. The presented GEC model (Games as Educational Challenge) builds on earlier studies, but is presented here in an adapted version, which focuses specifically on students’ game design processes. The GEC model is exemplified with empirical data from the large-scale intervention project GBL21: Game-Based Learning in the 21st Century (2017-2022), where Danish students (grades 5-8, age 11-14) across 19 schools worked with a design thinking approach to designing game tools that address specific challenges within the school subjects mathematics, Danish and science. The current study focuses specifically on a teaching unit with a 5th grade class, who had to design a board game that addressed challenges with toxicity in online communication. By using the GEC model as a framework for the analysis, the current study highlights three analytical themes concerning: 1) the students’ ownership of their presented game design challenges, 2) balancing of game elements versus subject-specific aims, and 3) the legitimacy of creating board games within the context of specific school subjects. By stressing both design dilemmas and learning opportunities, the paper contributes to creating a more nuanced understanding of how students address and deal with different complexities, when creating educational board games.
Color Blindness in the Digital Gaming Landscape: Addressing Critical Issues and Research Gaps
Authors: Tillem Merve , Gün Ahmet
Published: September 2023

Color blindness is a condition that affects a significant portion of the population, particularly men. It is characterized by difficulty perceiving colors in the same way as people with normal color vision, which can result in confusion when distinguishing between different colors. This can impact various aspects of life, including playing digital games. In computer games, colors are often used to convey important information, such as distinguishing enemies from allies or indicating objectives. A person with color blindness may have difficulty identifying these visual cues, which can make the game less enjoyable and even affect their ability to play the game. Previous research has been conducted on accessiblity but very few of these studies have focused on the intersection of color blindness and digital games. The aim of this study is to examine the relationship between color blindness and game design through a comprehensive literature review, identifying key findings and highlighting any missing components in the existing research. To accomplish this, the sources were classified according to their focus, method, and findings.  From examining all of the resources found, the studies in the intersection between color blindness and game design that reviewed, organized into various subject headings for further analysis and understanding. It was explored that the researches organized under certain four main topics as follows: (1) defining guidelines to provide better game experience for color blind individuals, (2) offering alternative methods for detecting color blindness; and (3) examining technologies developed to improve the visual experience of color blind individuals and (4) examining color blindness on gaming performance. Additionally, the majority of the reviewed studies focus on discussing digital games in terms of accessibility, while some studies suggest utilizing games as a testing method and educational tool for individuals with accessibility issues, effectively turning challenges into advantages. On the other hand, they also explore the potential of games in solving problems related to accessibility in gaming. However, there is still many issues to be explored in terms of understanding how color blindness affects the experience of games. There is a research gap in exploring whether color blind individuals experience physical and sensory differences in perceiving digital game visuals, as no study has been conducted to address this aspect. It may address critical issues in understanding the color blindness experience from the perspective of perception and senses of this disadvantaged group.
Serious Game For Training To Escape From Disasters And Deal With Accidents
Authors: Meng Yantao
Published: September 2023

The purpose of this study is to consider training methods to increase the ability to respond to disasters and accidents, conduct experiments, and verify their effectiveness. Based on this method, we decided to develop a serious game. The serious game developed in this project focuses on learning how to respond to disasters and accidents. Players encounter disasters and accidents in their daily lives. Consequently, the protagonist is portrayed as having bad luck and experiencing various unfortunate events. To facilitate learning, a time limit is set, and the time limit is extended to encourage players to continue playing. Specifically, the game begins with a fortune teller informing the protagonist that they will face an unfortunate event, and if they do not successfully navigate it, they will die within a month. If the protagonist overcomes the event, they will receive a lucky item. Collecting ten lucky items will extend their life by one month. To motivate players, unique and numerous lucky items are provided to encourage continued play.To give players an incentive to play the game, we decided to provide unusual lucky items and numerous lucky items to encourage them to continue playing.To verify the effectiveness of this game, a control group experiment will be conducted at the end of the game development.
Challenges in Designing a Game for the Prevention of Intimate Partner Violence
Authors: Müller Lorena , Spierling Ulrike , Bitter Jessica L. , Schwarz Stephan
Published: September 2023

In this report on our ongoing work, we present initial findings from the development of a serious game to support primary prevention of intimate partner violence (IPV). We discuss educational goals and game mechanics ideas to address specific challenges that arise from conflicting implications for design of this issue.
Opti-Waffle: A Technological Furniture Design and Manufacturing Model
Authors: YILDIRIM Erdem
Published: September 2023

Parametric design allows the use of computers and systems that can make decisions beyond human capacity, such as machine learning, through optimization in design and manufacturing. From this point of view, it is aimed to shape and manufacture the design by minimizing the subjective decisions of the designers by using various algorithmic methods and structural optimization to provide ergonomics in a furniture design. As the subject of the study, a meeting table for 8 people was discussed. In the process, 'artificial intelligence supported inspiration board', 'parametric design', 'human-computer interaction and sensors', 'topology optimization', 'observation in augmented reality' and 'computer-aided manufacturing' techniques were used sequentially. After the assembly was completed, the product obtained was finally evaluated in terms of structure-function relationship.
PENGEMBANGAN DAN VALIDASI VIDEO PEMBELAJARAN BERBASIS EKSPERIMEN HEMATOLOGI PADA Rattus novergicus DALAM MATERI SISTEM SIRKULASI DI SMA
Authors: Wangkanusa Veiren , Moko Emma Mauren , Rawung Livana Dethris , Tumbel Ferny Margo , Lihiang Anatje , Rahardiyan Dino
Published: September 2023

Pembelajaran di masa pandemi memiliki tantangan tersendiri karena tidak semua pelajaran dapat dipelajari oleh siswa secara kontekstual akibat keterbatasan dalam pembelajaran. Pembelajaran materi sistem sirkulasi di SMA, video pembelajaran berbasis eksperimen hematologi sangat tepat untuk dikembangkan. Penelitian ini bertujuan untuk melakukan pengembangan dan validasi video pembelajaran berdasarkan percobaan hematologi pada tikus putih Rattus novergicus. Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan (RD) model ADDIE yang meliputi 5 tahapan yaitu  (1) Analisis, (2) Desain, (3) Pengembangan, (4) Implementasi, dan (5) Evaluasi namun dibatasi pada tahap pengembangan dengan memperoleh hasil validasi ahli material dan media. Hasil penelitian menunjukkan bahwa validasi dari ahli media dan validasi dari ahli materi secara berturut-turut sebesar 86,3% dan 100%. Produk video pembelajaran yang dikembangkan berkategori sangat baik, sangat layak dan tidak perlu direvisi
PENGARUH PENGGUNAAN METODE MIND MAPPING TERHADAP HASIL BELAJAR SISWA KELAS XI PADA SUB MATERI SISTEM SARAF
Authors: Kadir Larassati Hardianti , Hasan Ani M , Solang Margaretha
Published: September 2023

Penelitian ini bertujuan untuk mengetahui penggunaan metode mind mapping terhadap hasil belajar siswa kelas XI pada sub materi Sistem Saraf di Madrasah Aliyah Negeri 1 Gorontalo. Jenis penelitian yaitu kuantitatif dengan desain penelitian Pre-Eksperimental dan rancangan One Group pretest-posttest. Kelas yang digunakan sebagai kelas penelitian yakni XI IPA 3 dengan siswa yang berjumlah 33 orang. Instrumen penelitian yang digunakan yaitu instrumen tes berupa soal objektif pilihan ganda. Teknik analisis data yaitu statistik inferensial yang dianalisis menggunakan rumus aktivitas guru dan siswa dengan melihat persentase setiap aspek, ketuntasan individual, nilai rata-rata kelas, N-Gain siswa serta uji-t berpasangan. Hasil analisis data menunjukkan persentase rata-rata aktivitas guru mengalami peningkatan dari pertemuan I ke pertemuan II yakni 75% (baik) menjadi 100% (sangat baik). Hasil aktivitas siswa diperoleh persentase rata-rata berbeda yang mengalami peningkatan dari pertemuan I ke pertemuan II dengan nilai persentase tertinggi yaitu 87,9% (sangat baik). Hasil belajar yang diperoleh siswa yakni nilai rata-rata pretest yaitu 33. Sedangkan nilai rata-rata posttest yakni 73. Peningkatan hasil belajar dibuktikan dengan persentase nilai N-gain yang didapatkan siswa dengan 3 kategori yaitu tinggi=36%, sedang=61% dan rendah=3%. Hasil uji-t berpasangan diperoleh thitung 16,67291 sehingga hipotesis H0 ditolak. Penggunaan metode mind mapping berpengaruh terhadap hasil belajar siswa kelas XI pada sub materi sistem saraf di Madrasah Aliyah Negeri 1 Gorontalo
IDENTIFIKASI JENIS PARASIT BESERTA PREVALENSI, INTENSITAS DAN DOMINANSI PADA IKAN LELE DUMBO (Clarias gariepinus) DI KOLAM BUDIDAYA
Authors: Makmur Pingki Pitria R. , Lamangantjo Chairunnisah J. , Solang Margaretha
Published: September 2023

Infeksi parasit termasuk salah satu permasalahan yang biasa dijumpai dalam budidaya ikan khususnya ikan lele. Tujuannya mengidentifikasi jenis-jenis parasit dan menganalisis nilai intensitas, prevalensi, serta dominansi parasit yang mempengaruhi kesehatan ikan lele dumbo (Clarias gariepinus) dalam kolam budidaya. Dalam penelitian ini, masing-masing diambil sampel ikan lele sebanyak 20 ekor dari kolam budidaya di Desa Huluduotamo dan Desa Talumelito menggunakan metode Purposive Sampling. Hasil penelitian mengungkapkan terdapat lima spesies yang ditemukan, yakni Vorticella sp., Procamallanus sp., Dactylogyrus sp., Ascaris lumbricoides beserta telurnya, dan Icthyopthirius multifilis. Prevalensi tertinggi dicapai oleh Dactylogyrus sp. yaitu 75%, dan terendah oleh Vorticella sp. yaitu 25%. Dominansi tertinggi dengan persentase 37,16% oleh parasite Dactylogyrus sp., terendah 0,21% oleh Icthyopthirius multifilis. Intensitas parasit tertinggi diamati pada Procamallanus sp., yaitu 9 ind/ekor serta terendah oleh Ascaris lumbricoidesyaitu 6%. Kriteria prevalensi dan intensitas tertinggi termasuk dalam kategori biasanya dan sedang.
KEANEKARAGAMAN DAN KELIMPAHAN JENIS CRUSTACEA DI KAWASAN HUTAN MANGROVE PESISIR LANGALA KECAMATAN DULUPI KABUPATEN BOALEMO
Authors: Faqih Ahmad , Juramang Risnayanti R
Published: September 2023

Tujuan penelitian ini adalah untuk mengetahui keanekaragaman dan kelimpahan jenis Crustacea di Kawasan Mangrove Pesisir Langala Kecamatan Dulupi Kabupaten Boalemo. Penelitian ini menggunakan metodologi deskriptif kuantitatif. Trapped Nets, atau alat tangkap yang ditempatkan di tepi pantai mangrove di setiap stasiun, digunakan untuk mengumpulkan data spesies Crustacea. Indeks Keanekaragaman Shannon-Wienner dan Indeks Kelimpahan digunakan untuk menghitung data Crustacea. Berdasarkan hasil identifikasi ditemukan tujuh jenis Crustacea yang terbagi dalam lima famili dan enam genus dan terdiri dari tujuh spesies yaitu Lethrinus mahsena, Uca forcipata, Epixantus dentatus, Parathelphusa convexa, Metacarcinus magister, Metapenaeus monoceros, Metapenaeus elegans dan Litopenaeus vannamei. Dari hasil perhitungan indeks keanekaragaman jenis Crustacea keanekaragaman tertinggi pada stastiun II yaitu H‘= 1.67 yang didominasi oleh spesies Uca forcipata dan yang terendah adalalah stasiun III yaitu H’= 1,62. Termasuk dalam tingkat keanekaragaman sedang menurut standar indeks keanekaragaman jenis kepiting di wilayah pesisir Langala. Spesies Uca forcipata memiliki indeks kelimpahan tertinggi pada spesies Crustacea dengan nilai 26,03% (banyak), dan spesies Metapenaeus monoceros memiliki indeks kelimpahan terendah dengan nilai 3,60% (sedikit). Kata-kata kunci : Keanekaragaman, Kelimpahan, Crustacea, Mangrove, Langala
Türkiye Matbuat Cemiyeti: Kuruluşu ve Faaliyetleri
Authors: ÇAKMAK Aydın
Published: September 2023

XIX. yüzyılda başlayan Osmanlı basın hayatı zaman içerisinde sürekli gelişti. II. Meşrutiyet’in ilanının hemen ardından bir meslek örgütü kurma çalışması yapılmakla birlikte düzenli ve devamlı bir yapı kurulamadı. Söz konusu düşünce ancak Birinci Dünya Savaşı günlerinde vücuda getirildi. 1917 yılında teşkil olunan Osmanlı Matbuat Cemiyeti, Mütareke Dönemi’nin karışıklıkları arasında büyük sarsıntılar geçirdi. Bu sırada başlayan Milli Mücadele hareketi içerisinde asıl mesleği gazetecilik ve yazarlık olan kişiler de vardı. Bu kişiler, Milli Mücadele’nin merkezi olan Ankara’da yeni bir cemiyet kurma düşüncesine yöneldiler. Böylece 1921 yılı aralık ayında çalışmamızın konusunu oluşturan basın meslek örgütünün kuruluş kararı alındı. Türkiye Matbuat Cemiyeti, dört aya yakın süren hazırlıklar sonrasında teşkil olundu. Cemiyet, Milli Mücadele döneminde Ankara’da oluşan basın ve yayın muhiti içerisinde faaliyet gösterdi. Mustafa Kemal Paşa’nın siyasî bir yapı niteliğine sahip olması dolayısıyla ilk başta kuruluşuna karşı olumsuz tavır aldığı bu cemiyetin başkanlığını Yunus Nadi Bey yaptı. Dönemin ünlü pek çok yazar ve basın mensubu da adı geçen cemiyet içerisinde yer aldı. Cemiyet, basın mensupları arasında yardımlaşma ve dayanışma sağlamanın yanı sıra Milli Mücadele’nin propagandasını yapmak gibi temel faaliyet alanlarına sahipti. İstanbul’da faaliyet gösteren dernekle de olumlu bir iletişim kurdu. Bu dönemde Anadolu’ya gelen yabancı yazar ve gazetecilere yoğun ilgi gösteren cemiyet, Milli Mücadele’nin anlamını, durumunu ve haklılığını kendilerine açıklamaya çalıştı. Aynı zamanda Kırım’da yaşanan açlık felaketi için yapılan yardım kampanyasına destek verdi. İşte bu gibi özelliklere sahip olan Türkiye Matbuat Cemiyeti’nin kuruluşunu ve faaliyetlerini ilk defa, müstakil ve kapsamlı olarak ele almayı amaçlayan bu çalışmada süreli yayınlar, arşiv belgeleri ve telif eserlerden faydalanıldı.
TÜRKİYE MODERNLEŞMESİNİ TANZİMAT ELEŞTİRİLERİ BAĞLAMINDA DÜŞÜNMEK: TAKLİT VE GÜNAH KEÇİSİ KAVRAMLARI
Authors: GÜNDOĞDU Şenol
Published: September 2023

1839 yılında ilan edilen ve devamında bir döneme adını verecek olan Tanzimat Fermanı, Osmanlı Devleti’nin de modernleşen dünyaya hukuki, siyasal, idari, toplumsal ve ekonomik olarak entegre olacağının merkezi olarak ilk ilanıdır. Her ne kadar Osmanlı modernleşmesi Tanzimat ile başlamamış olsa da tarihyazımında, bu tarihyazımından beslenen akademik ve popüler çalışmalarda Tanzimat’ın, modernitenin kurucusu ve/veya başlangıcı olduğu varsayımı baskındır. Bu varsayım Osmanlı Devleti ve Türkiye’deki siyasi düşünceyi etkileyen bir ikiliğin ortaya çıkmasına sebep olur. Batı’ya benzeme anlamıyla modernleşme bir yönüyle geliştiren ve ilerleten bir etki yaratırken diğer yönüyle ülkenin özgünlüğünün aşınma olasılığına neden olur. Bu olasılık moderniteyi ve kendiliği aynı anda sorgulatan bir varoluş krizini de beraberinde getirir. Krizi aşmanın yolu moderniteyi kısmen kabul ederek yeni bir kendilik/benlik anlatısını bir öz varsayımı dolayımıyla oluşturmaktır. Hızla değişen ve karmaşıklaşan dünya, üretim/tüketim ilişkileri ve toplumsal ilişkiler neticesinde sonradan modernleşen toplumlarda/ülkelerde bir öteki olarak Batı’ya karşı kendilik refleksleri ve savunuları ortaya çıkar. Bu kendilik refleksleri ve savunular, idealize edilen geçmişin ve toplumun özünün unutulmaması adına ötekinin taklit edilmemesi söylemi üzerinden yeni bir ahlak ve toplumsallığı inşa ederken toplumsal bir aradalığa modern yeni anlamlar yükler. Bu inşa neticesinde taklit eylemini gerçekleştiren kişiler ve eylemler günah keçisine dönüşür, çünkü toplumu ve toplumsal birliği tehdit etmektedirler. Bu çalışma Türkiye’de modernliğin kurucusu olarak tasavvur edilen Tanzimat’ın, günah keçisi kavramı kapsamında ele alınması gerektiğini tartışacaktır. Bu nedenle farklı dönemlerde Tanzimat’ı taklitçi olarak betimleyen eleştirileri günah keçisi kavramı bağlamında değerlendirirken, eleştirilerin benzerliklerini ve farklılıklarını ortaya koyacaktır.
Struggling Against Radicalism Through the Sunnah of the Prophet Muhammad SAW.
Authors: Mohtarom Ali
Published: September 2023

Citing a hadith from the Prophet Muhammad SAW, this essay discusses how radicalism is handled in Indonesia as an extremist and terrorist problem. Using the Integrative Review paradigm, it uses a qualitative approach and literature review as its research technique. The Hadith of the Prophet provides two strategies: preventative activity and repressive action. Promoting attitudes of moderation, tolerance, compassion, justice, equality, and prudence while issuing fatwas are examples of preventive efforts. Repressive measures, on the other hand, are meant to deal with hypocrites and Khawarij to preserve the Muslim Ummah's unity and defend the Muslim community's wellbeing per the hadith recorded in Sahih Bukhari and Sahih Muslim.
Aspek-Aspek Pendidikan Fiqih di Pesantren untuk Membangun Kesetaraan dan Perdamaian Dunia
Authors: Mahtum Rohiqi
Published: September 2023

Islam is the Universal Religion and a blessing for the whole of Nature, so that the principles taught are also universal without any discrimination against certain groups. As a religion that has shari'a or specific guidelines which we term fiqh, the shari'a must also be universal without distinguishing rules for certain groups unless there are underlying factors. In the above article, we have discussed many editorials that support equality in the field of gender, social affairs, and education as well as reveal some references that Islam is indeed a religion that loves peace. In the social field, it discussed disabilities, the rich, poor and free, and slaves, while in the education sector, it discussed disabled people and convicts. The aspects of fiqh that are discussed are about Worship, Muamalah and Munakahah. All aspects discussed support the existence of the principle of peace which is supported by the basis of equality. As a result, equality and peace have begun to be realized and sought after and supported by the government through many Islamic boarding schools in Indonesia.
Analisis Komparatif Persepsi Konsumen Terhadap Smartphone Realme dan Oppo di Bangkinang Kota
Authors: Paningsih T. Junilda Fera , Putri Librina Tria , Henrizal Henrizal
Published: September 2023

The development of Smartphone technology has been quite quick from the time it was initially published until now, with various Smartphone brands circulating in the market. This study aims to determine differences in consumer perceptions of promotions, features, prices and designs of the Realme 6 Pro and Oppo A92 smartphones. The sampling technique used was quota sampling using a questionnaire. The number of samples is as many as 100 samples. The analysis technique used is the validity test, reliability test, and manova test. The results of this study indicate that the promotional activities, features, prices and designs of the two smartphones have significant differences in consumer perceptions.
The impact of the emergence of E-HRM practices on employees performance
Authors: Abdel Sater Farah , Aad Samar , Karkoulian Silva
Published: September 2023

This paper aims to investigate the emergence of Electronic Human Resources Management (E-HRM) practices and its impact on employee's performance. Furthermore, it looks at the digitalization and how it affects the degree of engagement and satisfaction. This study aims to illustrate the relationship between E-HRM and organizational performance. A total of 10 HRM professionals were interviewed from different countries in the MENA region. Thematic analysis was conducted to retrieve recurring themes that helped us understanding the relationship between e-HRM and employees' performance. The main originality of this study is to suggest to HRM managers that they now need to work with IT people to ensure E-HRM practices are implemented as this can have a positive impact on employees' performance.

Keywords: HRM Practices, technology, e-HRM, innovation, societal impact, employee performance, employee satisfaction.
Examining the role of perceived usefulness, perceived ease of use, efficiency, trust & accuracy, and reliability of accounting information systems on a firm's performance
Authors: Alhumoudi Hamad , Johri Amar
Published: September 2023

An accounting information system (AIS) is used by accounting professionals, managers, auditors, and various other concerned employees of a firm to access, evaluate, and report on the company's financial data. AIS guarantees that all financial activities and record-keeping are carried out accurately. The company's data are safeguarded, and the necessary information is made available to the appropriate employees; nevertheless, their access to sensitive information is restricted. This study aims to analyze the role of perceived usefulness, perceived ease of use, efficiency, trust & accuracy, and reliability of accounting information systems on a firm's performance. This empirical study is based on a structured, self-administered questionnaire through an online survey. The data was collected from the employees of various firms using accounting information systems (AIS) or who were familiar with such systems. The data collected from the respondents were assessed using SPSS. ANOVA and regression models were used to test the proposed hypotheses. Descriptive statistics, correlation and reliability analyses were used to analyze the data. The research finding addresses the role of these factors on a firm's performance. The various significance dimension of these factors were analyzed, and results were obtained. The information provided is helpful to users of AIS and firms to understand its usefulness and role in the firm's growth and development.

Keywords: TAM, efficiency, trust & accuracy, reliability, accounting information system, firm's performance.
The Smart Communication within Crowdy Streets – Intelligent Parking of Romania
Authors: Cristina State , Lorian-Ovidiu VintilĂ
Published: September 2023

According to our studies carried out in the time interval 2021-2022 in the cities of Timișoara and Bucharest, we found that local public administrations can manage more efficient resources called "Public Parking". In the two cities, more than 30% of the traffic is generated by people looking for a parking space. Moreover, statistics show that from 30% to 70% of parking spaces on public roads are occupied without payment. ZTE's smart parking solution aimed to solve such problems by reducing traffic congestion and increasing revenue to the local budget. The big metropolises are "forced" to apply scientific methods to face the new challenges of the third decade of the 21st century by directing investments in the "intelligence of cities". This happens through an assumed policy regarding the digitization of work processes and here we refer in particular to land communication routes, vehicles and parking spaces but we do not neglect traffic and its safety, logistics, the city's energy system, citizens and not in lastly environmental protection. Information technology is the key to success in transforming a poorly effective management policy through its rigidity to an era of integrating the component subsystems of a big city alongside a perception that includes, above all, attracting external funds and investments.

Keywords: Bucharest Smart Parking solution, Smart City of Romania, Smart City, parking management.
Design Management Integration Strategy Model with Business Processes of Manufacturing Companies in the Philippines and Indonesia
Authors: Sutawidjaya Ahmad Hidayat , Christina Nawangsari Lenny , Young Felina C
Published: September 2023

A superior company is one that has integrated governance and is able to build strategies and translate these strategies into real action. However, in practice, many companies experience problems in implementing strategies that are not aligned between the established strategy and the business processes of each unit in manufacturing. The purpose of this study is to design an integrated strategy model for manufacturing companies in Indonesia and the Philippines to support the implementation of a good planning and evaluation strategy management system. This research used a qualitative approach. Qualitative research is research that intends to understand the phenomenon of what is experienced by the research subject. The type of research conducted in this study is descriptive. In this study, the authors took into account the locations of manufacturing companies in Indonesia and the Philippines. The contribution of research is to provide guidance to companies, especially manufacturing companies, in carrying out corporate strategic management both at the central level and at the subsidiary level.

Keywords: Strategy Formulation, Strategic Management Framework, Strategy Execution, Strategy Review and Evaluation.
Unlocking the Potential: Investigating the Impact of Influencing Factors and Entrepreneurial Competencies on Women Entrepreneur's Performance in Java Island, Indonesia
Authors: Angrenani Ariani Dewi , Mentari Rona , Hermawan Xaviera Lovieta , Rohman Abdul
Published: September 2023

This research was motivated by data from Coordinating Ministry for Economic Affairs of the Republic of Indonesia on 2022 that stated the number of MSMEs continues to increase from year to year, even reaching 99% of the total number of existing business sectors and the data from Central Statistics Agency (BPS) along with a survey by Bank Indonesia that indicate approximately 64.5% or around 37 million MSMEs in Indonesia are run by women. Previous studies on women entrepreneurs' performance had limitations regarding sectors considered and variables. Thus, this study analyzed factors that influenced women entrepreneurs in Java Island. This study is a quantitative research on 295 respondents and was analyzed by SmartPls 4.0 Software. The study found that while entrepreneurial skill had some influence on entrepreneurial competencies and women entrepreneurs' performance, the significance was limited. Furthermore, social networking significantly influenced women entrepreneurs' performance but social networking had not significantly influenced meditating variable. Ultimately, entrepreneurial competencies had not significantly influenced women entrepreneurs' performance.

Keywords: Women Entrepreneurs Performance, Social Networking, Entrepreneurial Skills, Entrepreneur Skills, Entrepreneurial Competencies.
Communication Setbacks of Technical-Vocational Education Students
Authors: Poliden Samuel S. , Inluban Joan S. , Tolano Cherry S.
Published: September 2023

This research dealt with the communication setbacks of the Technical-Vocational Education Students particularly on their communication apprehensions and preferred error correction. It specifically sought to determine the level of communication setbacks among the industrial education students using Personal Report of Communication Apprehension (PRCA-24) and how the respondents wanted their errors to be corrected. Based on the analysis and interpretation of the results of the study, it was found that the respondents have Average Communication Apprehension. It was also revealed that they want their teachers to point out the error and provide the correct form. On the contrary, they least preferred that their teachers delay the correction of their errors. It is recommended that the teachers devise concrete classroom and/or school activities geared toward activating students' linguistic and communicative competence be it in a group, meeting, dyad, or public speaking. Further, error correction should be seen as opportunity for students to develop their communication skills and not a threat to their educational growth.

Keywords: communication setbacks; communication apprehension; error correction; technical-vocational education; quality education; sustainable development goals
Barriers to the measurement of return on investment (ROI) for training interventions in the South African higher education context
Authors: Shibiti Dr Ronny , Christopher Mulaudzi Prof Maelekanyo
Published: September 2023

This article aimed to investigate the barriers to the measurement of return on investment (ROI) for training and development interventions provided to academic staff in the South African public higher education context. The study adopted an interpretivist philosophical stance, and it was grounded on qualitative approach. Purposive sampling was used to select 14 participants who were interviewed. The participants represented various cases (institutions) and these included six universities, and government institutions comprising the Department of Higher Education and Training (DHET), the Department of Science and Innovation (DSI), and the Education, Training and Development Practices Sector Education and Training Authority (ETDPSETA). Thematic analysis was applied via ATLAS.ti to analyse the interview data. The complexity of the process, lack of capacity, lag between training and improved performance, lack of will, financial constraints, lack of processes, fragmentation of training and development interventions, interventions yielding non-financial benefits, and lack of adequate data were found to be the factors that are barriers to the measurement of ROI. The study contributed to the body of knowledge of Human Resource Development and practice by highlighting the barriers to the measurement of ROI and it also provided recommendations for practice and future studies.

Keywords: Return on investment; Training and development; Higher education sector; Public universities; Academic staff; Training evaluation.
Sales Record Application for Boarding House
Authors: Eltivia Nurafni , Andhayani Atik
Published: September 2023

The rapid penetration of information technology causes people to take advantage of technology in various ways to facilitate tasks such as accessing, disseminating information and even assisting in daily business work including managing boarding houses. This situation further encourages people to continue to carry out various kinds of experiments and research to develop ways that bring more benefits to make it easier to do business (Yusmaida et al., 2020). Website-based applications that can be used in all fields such as business or social have been widely used and have proven to be beneficial to society (Rachmadi et al., 2016). Websites can be an effective tool in the boarding house rental business to provide information to boarding house owners, tenants and managers to manage everything related to boarding houses in one integrated web-based information system (Shinta Siti Sundari, 2015). A web-based information system can be used to help owners deal with various administrative and financial problems for a boarding house business. The system can help prospective tenants monitor rooms that are filled, damaged, or unfilled, can help tenants pay rent, and can help owners with financial reporting (Mursid & Arman, 2021). The manual process of managing a boarding house can be complicated, time-consuming, and there is a risk of errors in data input. Especially if the number of rooms managed is tens to hundreds of rooms. Therefore, an efficient and easy-to-use solution is needed to manage boarding houses and using a website can be the ideal solution. Based on the background that has been described previously, the problems that arise is how to design a accounting information system application for boarding house. The limitation of this application is focus on revenue cycle.

Keywords: Sales Record, Application, Boarding House
Transforming Learners' Learning Experience through Gamification-Enhanced Virtual Learning within a Scaffolding Collaborative Learning Environment
Authors: Yeh Lee Hoi , Yoke Seng Wong , Mohd Nor Norzuraina binti , bin Khairani Mohd Zahuri , Mee Juan Wong
Published: September 2023

The traditional education system is more teacher-centred, too passive and the effect is less satisfactory in the aspect of students' knowledge development (Odukoya & Fapohunda, 2019). Activity-based learning activities are important to help students understand various challenges in the real world in the provided learning environment. Yuliani and Lengkanawati (2017) argued that the involvement of learners in hands-on activities is a more meaningful source of knowledge compared to a source of knowledge that is only acquired theoretically through lectures and referring books. In the philosophy of constructivism, it is also emphasized that learners' knowledge can be built themselves through the experiences in their learning process (Knapp, 2019). Accordingly, the Industrial Revolution 4.0 is emphasized in the education sector as a necessity to produce a workforce that can meet the needs of the job market. According to the Malaysian Education Plan (PPPM 2013-2025), one of the aspirations from the plan is to rapidly catalyse technical and vocational education training in order to produce a highly skilled and adaptable workforce that is innovation, creative and competitive. Art is the key to creativity. The production of artwork allows children to explore opportunities and is not like other subjects to determine probability (Roy, 2019). However, like many other Southeast Asian countries, there are several challenges and problems that need to be addressed to increase competitiveness with socio-economic globalization (Grigorenko, 2019). Visual Arts Education at school seems to be neglected and does not get the same emphasis as the core subjects such as language, Science and Mathematics (Wahid, Bahrum, Ibrahim & Hashim, 2017).

Keywords: Gamification-Enhanced, Virtual Learning, Scaffolding Collaborative Learning Environment
Cross-Level Impact of High-Involvement HRM Strategies on the Creativity of Core Members in Live Streaming Teams: A Mechanistic Study Mediated by the Sense of Thriving at Work
Authors: Haoqing Ding , Chengzhao Luo
Published: September 2023

To explore the influence of high-engagement human resource management (HRM) strategies on the creativity of core members in live streaming teams, this paper establishes a research framework based on literature review and analysis. The personal attributes of anchors serve as moderating variables, while "learning" and "vitality" from the perspective of workplace thriving are identified as independent variables, and "creativity" is the dependent variable. Data from 106 anchor team samples and 506 individual anchor samples were obtained via surveys and subsequently analyzed using SPSS 26.0 and Mplus 8.3. Results from exploratory and confirmatory factor analyses indicate that high engagement in HRM strategies positively impacts creativity. Furthermore, learning and vitality mediate the relationship between HRM strategies and creativity, while anchor characteristics modify the mediating effects of learning and vitality. Based on these findings, the study concludes with specific recommendations for anchor recruitment and the assembly of live streaming teams.

Keywords: Creativity, Workplace Thriving, High-Involvement HRM Strategies, Dynamic Learning
Assessing Asian Countries' Competitiveness: Two-Stage Dea Analysis of Global Innovation Index and Logistics Performance Index Integration
Authors: Nguyen Phi-Hung , Thi Dao Dieu-Vi , Vu Ha-Anh , Pham Duong-Dang , Vu Nguyen Viet-Phuong
Published: September 2023

Competitiveness has emerged as a crucial economic characteristic in policy and academia. It refers to the combination of institutions, policies, and factors that determine a country's level of productivity by assessing different aspects of competitiveness. This paper aims to assess the competitiveness of Asian countries by combining Global Innovation Index (GII) and Logistics Performance Index (LPI). The authors implement an integrated model called the Data Envelopment Analysis Super Slack-Based Measure Model (DEA–Super SBM) and the Malmquist Model (DEA–Malmquist) to assess competitiveness from 2012 to 2018. The study begins by validating seven critical factors from the GII and the LPI that impact competitiveness. Subsequently, the Super-SBM model evaluates the competitiveness efficiency for 30 Asian countries during the specified time frame. The DEA–Malmquist model is then employed to analyze the overall change in countries' competitiveness productivity across Asia. This research suggests that most Asian countries have achieved competitiveness efficiency, with countries such as China, Pakistan, and Kuwait demonstrating high indicators. However, a few countries still exhibit relatively low competitiveness indicators, and there has been some variation in competitiveness efficiency over the years. The study's implications can provide valuable insights to governments and policymakers, aiding in developing effective strategies to strengthen competitiveness and foster economic development.

Keywords: efficiency; inefficiency; competitiveness; GII; LPI; Data Envelopment Analysis; Malmquist; Super Slack-Based Measure; Asia
A Novel Approach for Strategic Partner Selection in the Vietnamese Logistics Industry Using a Two-Stage Non-Parametric Model
Authors: Nguyen Phi-Hung , Tran Thi-Lua , Hoang Thi-Ha , Huu Nguyen Giao-Huy , Vu Duc-Quang , Ngo Minh-Tan
Published: September 2023

The selection of an appropriate strategic alliance plays a crucial role in determining the effectiveness and success of numerous enterprises. In the global logistics industry, strategic alliances have experienced significant growth and achieved considerable success. However, in Vietnam, logistics companies continue to operate independently, lacking the necessary connectivity. Hence, this research aims to propose an effective approach utilizing Data Envelopment Analysis (DEA) to assist in selecting suitable alliance partners. Additionally, the Resampling method is employed to forecast future effectiveness. The study utilizes actual public financial data from 30 logistics companies in Vietnam over a span of 10 consecutive years (2013-2022). The target decision-making unit (DMU) in this analysis is Gemadept Corporation. The findings indicate that among simulated 29 scenario, Hai An Transport & Stevedoring JSC (DMU6), Petrovietnam Transportation Corporation (DMU18), South Logistics Joint Stock Company (DMU21), Transimex Corporation (DMU23), Vietnam Container Shipping Joint Stock Corporation (DMU28), and West Coach Station Joint Stock Company (DMU30) are feasible alliance partners for Gemadept Corporation, contributing to enhanced long-term operational efficiency. Moreover, the research results not only demonstrate the effectiveness level from the target company's perspective but also consider it from the partner company's viewpoint. The implications of this research will yield additional knowledge and contribute to the development of the global logistics industry as a whole, with specific benefits for the logistics sector in Vietnam.

Keywords: efficiency; strategic alliance; Data Envelopment Analysis; Resampling; Trend; Super SBM