bluuebunny/crossref_metadata_2025 huggingface dataset:
Students’ Experiences of E-learning Practices During COVID-19: A Qualitative Study
Authors: Sarker Md Fouad Hossain , Tamal Maruf Ahmed , Khan Niaz Ahmed , Islam Md Kabirul , Akber Mohammad Faisal , Khan Samiha
Published: July 2022

COVID-19 pandemic has disrupted schooling globally. Affecting millions of students, the conventional face-to-face (F2F) education system has been replaced by e-learning overnight. As the advantages, disadvantages, and technical challenges of this abrupt transformation were already well-documented, this study aimed to intensely scrutinize university students' experiences of e-learning practices in this new normal situation. Methods: Adopting the Interpretative Phenomenological Analysis (IPA), a smaller sample of respondents (N=25) was observed to gain deeper insights using semi-structured interviews. Data were analyzed and interpreted through thematic analysis. Findings revealed that most of the students have had unfavorable experiences with e-learning. The majority of students feel that e-learning has ruined their social relationships by isolating them from their peers and instructors. A significant number of students were observed to be anxious about their future due to unstable financial status, poor learning outcomes, and unfair evaluation processes. Moreover, poor self-esteem, anxiety, and depressive symptoms have been observed among a significant portion of the students. The overall findings of this study are meant to assist stakeholders in taking the necessary steps to address the aforementioned issues and ensure an improved learning experience, particularly in an e-learning environment.
Development of a Chatbot App for Interactive German Grammar Learning
Authors: Kharis M. , Schön Sandra , Hidayat Edy , Ardiansyah Rizky , Ebner Martin
Published: July 2022

This study aims to develop the Gramabot application as a means of online learning during the pandemic and to examine its effectiveness as a medium for German grammar learning. The design-based research uses learning experience design methodology. Beside an introduction of the state of the art of chatbots for language learning, the paper describes the concept of the chatbot application and its evaluation. Prior experiences with chatbots, implementation experiences and evaluations insights were obtained from 36 Indonesian students with beginner level German language skills. The data were described using qualitative and simple descriptive statistical analysis. The results of the analysis show that most of the respondents are familiar with several chatbot applications, the use of chatbots is not as a learning medium, but as a means of asking questions about products. In addition, String Matching is a suitable method used to develop Gramabot. Based on the results of the evaluation, it can be concluded that Gramabot can help students understand basic level grammatical material.
IVUL Model: An Intelligent Learning Development Process
Authors: Chaiyarak Sakchai , Nilsook Prachyanun , Wannapiroon Panita
Published: July 2022

The purposes of this research study are to develop an intelligent virtual universal learning (IVUL) model and to evaluate its appropriateness. The study consisted of two phases. Phase 1 involved the development of the IVUL model for univer-sal learning. The conceptual frameworks and theories in the documents and re-search studies on universal design for learning, intelligent learning and virtual learning were studied by the researchers. All main components were then synthe-sised to design the IVUL model. This process can be divided into three main steps: engagement, representation, and action and expression. Each step has sub-steps: access, build and internalise. However, the details of these are dependent on the main steps. The second component is the intelligent learning process, an important process of the model that drives learners to automatically learn by themselves. Artificial intelligence is used as a crucial component that promotes and supports each learner to meet learning goals and objectives according to the universal learning model. The third component is the virtual learning process, which results in learning through computer environments and the Internet. Phase 2 involved an evaluation of the appropriateness of the IVUL model, with in-depth interviews with 20 experts in education and digital technologies. The appropriate-ness of the model was evaluated using the 5-point Likert scale. The findings show that the designed IVUL model can be used for learning development at the highest level.
Qualitative Analysis Method for Training of College Students’ Entrepreneurial Resilience from the Perspective of Entrepreneurial Ecological Environment
Authors: Li Qian , Fu Yuanyuan , Chang Yuanyuan
Published: July 2022

Due to the constraints of the entrepreneurial ecological environment and the heterogeneity of the individual college students and their interpersonal relationships and situations, some specific problems like psychological potential development and stress buffering effect in the process of college students’ entrepreneurial resilience cultivation have not been fundamentally resolved. Therefore, this paper explores the qualitative analysis method for cultivation of college students’ entrepreneurial resilience from the perspective of entrepreneurial ecological environment. First, the relationship among the main roles in the entrepreneurial ecosystem was shown, the homogeneity-driven integration process of the strategies for college students’ entrepreneurial resilience cultivation was expounded, and a knowledge interaction model for college students’ entrepreneurial resilience cultivation was constructed. Then, a conceptual model of college students’ entrepreneurial heterogeneity was constructed, and a dynamic evolution analysis was performed on the homogenization-oriented complementary adjustment of college students’ entrepreneurial ecological environment. The experiment showed that the empirical results of the constructed model basically met the theoretical expectations. Finally, the experimental results under the completely heterogeneous, generally homogenized and completely homogeneous states were given and discussed, which verified the effectiveness of the homogenization-oriented complementation strategy.
Mobile Application with Arduino to Improve the Determination of the Ripening Status of the Fruit
Authors: Cabanillas-Carbonell Michael , Céspedes-Lluque Víctor , Yucra-Calla Miguel , Herrera Salazar José Luis
Published: July 2022

Fruit consumption is related to the enjoyment of good health and the reduction of the occurrence of diseases such as obesity. At present, in the markets the process of determining the state of maturity of fruits is carried out by employees using only their criteria, since this method is very broad and tedious when carried out, for this the present investigation was developed, in improving the process of determining the state of maturity of fruits. The article exposes the development of a mobile application with Arduino, based on Scrum, to improve the determination of the state of maturity of fruits in markets.  Resorting to the use of pure experimental design with a sample of 30 data for each indicator. The results indicate that the margin of error when determining the resistances of the fruit with the application with respect to the multimeter was 4.73 percent and in determining the color of the fruit with respect to the sensor was 6.09 percent. It was concluded that the prototype fulfills its function of determining the state of maturity of the fruit by means of these 2 sensors implemented in the Arduino, having a minimum margin of error.
Self-Adaptive Efficient Dynamic Multi-Hop Clustering (SA-EDMC) Approach for Improving VANET’s Performance
Authors: Hashim Abbas Ali , Shakir Mansour Hassnen , Hamza Al-Fatlawi Aqeel
Published: July 2022

Vehicular ad hoc networks (VANETs) are mainly used in the intelligent transportation field for smart applications. VANETS received maximum concentration among the researchers in academic research. Providing traffic safety at the time of high mobility in the network is the major issue. Also, it consists of few general issues namely self-organization, link failure and speedy variation in topology. In order to address this issue, we developed a novel approach namely, Self-Adaptive Efficient Dynamic Multi-Hop Clustering (SA-EDMC) approach which is designed to reduce the delay and energy consumption in the VANETs that leads to increase the efficiency and overall Quality of Service (QoS) of the network. This approach is composed into four parts (1) network construction, (2) prime cluster head selection, (3) dynamic prime CH selection and (4) gateway creation. Network simulator is utilized to demonstrate the behavior of our SA-EDMC approach. The simulation evaluation exhibits that our proposed work achieved high packet delivery ratio, low delay and high throughput when compared with earlier research outputs like MCA-V2I and QMM-VANET. The comparative analysis expressed that performance of the proposed SA-EDMC is ~5% increase in packet delivery ratio, produced 300 to 500 kbps extra throughput compared with the earlier methods and delay is comparatively low.
A Simple and Real-Time Support System for Firefighters Using Low-Cost 3-DOF Accelerometer and CO Sensor
Authors: Dang Dinh Nhu , Pham Thanh Van , Tran Tan Duc , Tran An Van , Nguyen An Huu , Nguyen Anh Duc
Published: July 2022

During the operations, firefighters can be injured or killed because of the smoke and heat emission from the fire area, broken structure elements such as floors, walls, or boiling liquid ejection and gas explosion. Therefore, this paper aims to develop an efficient and portable system to monitor falls and high CO level through integrating a three degrees of freedom accelerometer and an MQ7 sensor to recorded acceleration and measured CO concentration with the embedded fall and high CO detection algorithms. The embedded fall detection algorithm can detect fall events with ultra-high accuracy without mistakenly identifying normal activities such as walking, standing, jogging, and jumping as fall events. The posture recognition and cascade posture recognition after three seconds are proposed in this paper to gain the accuracy of our proposed fall detection system. If a firefighter falls and is unable to stand up, the alert signal message will be sent to their commander outside through the GSM/GPRS module. The embedded high CO detection algorithm used to alert the dangerous CO level to recommend using self-contained breathing apparatuses (SCBA) and saving fresh air with acceptable CO level. We carefully investigated the proposed thresholds and window size before embedding them into the microcontroller. The sensitivity and accuracy achieved were around 96.5% and 93% respectively in our recorded data. Furthermore, the proposed fall detection algorithm also achieved higher geometric mean in comparison with Support Vector Machine classifier (SVM) and a nearest neighbor rule (NN) in the public datasets with the achieved around 99.44%, 98.41% and 95.76% respectively.
Autism Spectrum Disorder Detection Using MobileNet
Authors: Arvapalli Surya Teja , A Sai Abhay , D Mounika , M Vani Pujitha
Published: July 2022

Autism Spectrum Illness (ASD), a evolution of the brain disorder, is commonly related with sensory difficulties, such as excessive or insufficient sensitivity to sounds, scents, or touch. Autism Spectrum Disorder (ASD) is evolving at a faster rate than ever before. By screening tests autism detection is very expensive and time consuming. With the advancement of Deep Learning (DL),autism can be predicted from a young age.In this paper we are using Convolutional Neural Network (CNN) with Transfer Learning (TL) models to classify the disease and we will suggest the precautions if it is detected as autism. Here we consider the Autism Master Dataset (AMD) from kaggle.com website, which contains two classes (Autism, Non_Autism). By using this models we are obtaining good accuracy
A Novel MRI And CT Image Fusion Based on Discrete Wavelet Transform and Principal Component Analysis for Enhanced Clinical Diagnosis
Authors: Richa  , Kaur Karamjit , Singh Priti
Published: July 2022

A large percentage of healthcare resources, including imaging tools, like Magnetic Resonance Imaging (MRI) and Computed Tomography (CT) have been dedicated to the management of affected patients in this pandemic of Coronavirus disease 2019 (COVID-19). The diagnostic modalities in medical research are improving at a rapid pace with an objective to acquire maximum information with as little data as possible without any artifacts. That is where image fusion comes into the picture. It is a technique of merging source medical pictures to maximize the necessary information. CT is generally used for bony structures, whereas MRI is more appropriate for soft tissues. A fusion of MRI and CT images would lead to enhancement of the overall image quality while giving comprehensive information, at the same time artifacts are also eliminated. Image fusion methods are applied in medical science and various other sectors. Several image processing techniques are used in medical diagnostics, like Principal Component analysis (PCA), Intensity-Hue-Saturation, Discrete Wavelet Transform (DWT), and others. This study suggests an image fusion algorithm utilising the principal component averaging and the DWT along with the performance analysis of the fusion of the MRI and CT images of brain. The technique used in our study significantly enhances the image quality in terms of various fusion performance measures that helps the medical practitioners to diagnose any infection and aids in its treatment.
Assessing Hospital Management Performance in Intensive Care Units (ICUs) During the COVID-19: A Study from the Pandemic Outbreak Perspective
Authors: Ishamuddin Mustapha  , Nohman Khan  , Muhammad Imran Qureshi  , Nguyen Thuy Van
Published: July 2022

In the early stages of the pandemic, both poor and developed nations lacked healthcare infrastructure capacity. ICUs had more patients than ordinary wards, and hospital resources for patients were minimal. The possibility of contamination and infection, as well as restricted resources, pose challenges to ICU staff. The circumstance posed a significant difficulty for ICU management to protect healthcare staff while providing healthcare services to patients. Similarly, technology participation in prevention and dissemination control was limited both within and outside of ICUs treating infected patients. The current study investigated the hospital management performance in intensive care units (ICUs) during the COVID-19. We used the PRISM statement 2020 to include and exclude the records in the study. In addition, the study used the VOS viewer software to identify key term occurrences and classification of literature. The major three categories find COVID-19, ICUs and performance management. The current study findings indicate that healthcare personnel such as physicians, nurses, and other support staff made significant contributions during the peak period of pandemic transmission. Nurses are the closest to the infected patients within the ICUs, and the findings show that a considerable percentage of nurses have been infected with the COVID-19 virus (Kramer et al., 2021). Aside from this, in ICUs, technology engagement and infrastructure are substantially lower than in pandemic control and management. Future pandemic damage control and minimising the strain on healthcare workers require advanced technologies and performance management mechanisms. Furthermore, AI and robotic technology can be utilised to address this challenge.
Digital Storytelling for Early Childhood Creativity: Diffusion of Innovation “3-D Coloring Quiver Application Based on Augmented Reality Technology in Children's Creativity Development”
Authors: Kisno  , Wibawa Basuki , Khaerudin
Published: July 2022

One of the important activities in children's learning that is rarely explored is creativity. This is an important concept for the successful implementation of early childhood education programs. Every child's creative talent must be developed. Opportunities and learning resources in the form of an environment to explore sources and media need to be given to children in realizing their creative potential. The growing digital world and children's interest in devices such as smartphones are an opportunity for teachers to take advantage of interactive and interesting ICT-based learning resources and media through audio, visual and audio visual media. Utilization through the wise use of digital resources and media for children is an important part of learning. Digital Storytelling in coloring activities through the “Quiver 3-D Coloring based on augmented reality technology” application offers the integration of virtual objects into a real environment forming three-dimensional animations on smartphones, color pictures for children, presenting digital stories at the end of the activity, so that children have an interest so that their creativity will develop. The purpose of this research is to spread "augmented reality technology with Quiver-3D coloring application in developing children's creativity" by presenting digital stories. The approach used in this research is descriptive analysis method through a qualitative-quantitative approach. The data in this research were obtained by direct observation and research-related questions to informants. The results of the research show that: "children's creativity develops well through digital storytelling learning with 3-D Coloring based on Augmented Reality applications".
« Typen », maître-mot du design industriel
Authors: Bertrand Gwenaëlle , Favard Maxime
Published: July 2022

Dans l’un de ses textes majeurs, intitulé Principes de la production au Bauhaus (Grundsätze der Bauhausproduktion), Walter Gropius énonçait le rôle des ateliers de conception, faisant état de la nécessité sociale de produire avec les outils avant-gardistes de l’industrie. De l’ustensile à la maison, c’est à une modernité totale qu’il aspirait. Les ateliers-laboratoires (Laboratoriumswerkstätten) devenaient alors le lieu d’une mise en relation entre la technique, l’économie et l’invention. L’incarnation de cette modernité prenait la forme d’une recherche des « Typen » – « types » en français, mais traduit systématiquement par « standards », nous privant ainsi de son enjeu disciplinaire. Dès lors, ces méprises de traduction de l’allemand vers le français ont entraîné une dévaluation de la valeur épistémologique du terme que nous souhaitons aujourd’hui rétablir dans ce travail de réappropriation des « Typen », ce maître-mot qui marque l’origine du design industriel.
La cité d’expériences à l’épreuve d’une traduction par le design
Authors: Bougourd Caroline
Published: July 2022

Chantier expérimental créé à la sortie de la seconde guerre mondiale, la cité d’expériences de Noisy-le-Sec a constitué une pièce maîtresse de la politique d’industrialisation du bâtiment menée par le ministère de la Reconstruction et de l’Urbanisme. Le programme était de concevoir un quartier de maisons préfabriquées présentant des innovations urbaines, architecturales et sociales. Aujourd’hui, le site est inscrit à l’inventaire supplémentaire des Monuments historiques. Substituer à la notion de transmission d’un patrimoine l’idée de traduction d’une mémoire amène à réinterroger les hypothèses soutenables quant à l’avenir du quartier étudié. Le concept de traduction envisage la langue comme son milieu et consiste en une médiation d’un original à des propositions sans cesse renouvelées car toujours imparfaitement adhérentes. Penser la cité sous l’angle de la traduction permet d’envisager une voie alternative au débat entre préservation, conservation et restauration. Nous étudierons diverses formes de traductions de la mémoire : la traduction historique ainsi que la traduction patrimoniale déjà à l’œuvre. En parallèle, nous avons cherché à proposer une alternative par le design. Celle-ci prend pour point de départ l’idée que la traduction de la cité d’expériences devait être à la fois pédagogique et nourrie par des témoignages contradictoires, afin de mettre en évidence le caractère polémique de ce terrain. C’est ainsi que nous présenterons le projet d’un récit numérique interactif interrogeant cette controverse patrimoniale (http://unebaladeaumerlan.fr/). Nous considérons ce projet comme une forme de traduction didactique de son histoire par le design. L’objectif de cet article est de s’appuyer sur un cas concret pour mettre en lumière ce qu’une pensée de la traduction peut modifier dans nos conduites de projet concernant notre environnement. Qu’est-ce qui change lorsque le designer se fait traducteur ?
Le « traduire » comme paradigme de la pratique du design
Authors: Gentes Annie , Perez Avner
Published: July 2022

Cet article aborde la question du traduire à partir de recherches en design et en ethnopsychiatrie. En comparant les méthodologies, on constate qu’elles mettent en œuvre des confrontations entre humains et non-humains hétérogènes afin de créer de nouvelles propositions, représentations, significations. Cette mise en dynamique d’hétérogènes donne lieu à des solutions non prédéterminées par les univers des participants au processus psychanalytique ou de design. Les solutions sont rendues possibles par l’agencement d’un « dispositif » dont nous analysons les propriétés et les effets à partir de l’observation de la pratique de design des personas et de l’expérience de la Clinique de la multiplicité. Nous proposons de définir le traduire en particulier comme la mise en œuvre d’une situation de médiation qui s’emploie à défaire les conjonctions, c’est-à-dire à disjoindre les éléments fortement liés dans des situations, des discours, des objets. Les participants aux situations de design comme ceux de la Clinique de la multiplicité ne font pas qu’accueillir l’altérité ; ils sont occupés aussi bien à altérer la situation convoquée au sein du dispositif ou appareil qu’à se laisser altérer par elle dans un va-et-vient constant entre démarche empirique et conceptualisation. Le dispositif du traduire permet d’accueillir une montée en puissance des hétérogènes qui peuvent être recomposés entre eux grâce à un « principe organisateur » qui aura surgi des interactions et donne lieu à des solutions. Ainsi, traduire s’entend ici comme ce processus qui, par-delà l’altérité du déjà donné d’un texte, se définit comme l’actualisation de ce qui se trouve en puissance d’exister à partir de multiples matériaux qui viendront s’organiser autrement. Produit de ces altérations successives, le traduire est donc indissociable d’un processus créatif.
Le dessin de design en tant qu’œuvre en soi
Authors: Cattani Airton
Published: July 2022

Les processus de conception dans le champ du design nécessitent toujours l’utilisation du dessin comme outil de représentation en vue de la production de n’importe quel objet. Ainsi, le dessin de conception peut aussi être vu comme une sorte de traduction dans un langage sans mots du travail du designer, ayant, en principe, un décodage universel. Cependant, loin d’une interpretation unique et innée, le dessin de conception du design est également soumis aux différents niveaux de clarté du designer/expéditeur et de connaissance/compréhension du récepteur/lecteur, variant selon l’époque et la société où ce décodage se produit. Comme les textes, l’interprétation du dessin de design doit être vue à la lumière d’une « grammaire des images », qui tiendra compte des particularités de son époque. Indispensable dans tous les domaines du design, le dessin, sous ses différentes modalités, verrait ses fonctions apparemment épuisées à la fin du processus de production. Il existe cependant des dessins de conception qui s’écartent des questions purement opérationnelles de la production industrielle. Dans ces cas, le dessin est conçu comme une œuvre ayant sa valeur en soi, comme l’œuvre d’art. Ce n’est pas d’aujourd’hui que les dessins et maquettes d’architecture et de design présentent ce caractère de ne pas être uniquement liés au processus de production, mais aussi à des enjeux de l’ordre du commerce des biens culturels et muséaux. Ils se retrouvent ainsi exposés dans des musées et vendus dans des galeries d’art et des maisons de vente aux enchères, notamment dans les pays ayant une longue tradition dans ce type de marché culturel, comme aux États-Unis, en Europe et dans certains pays asiatiques. Cet article examinera les caractéristiques de ces dessins de conception et les particularités de leur parcours social, considérant qu’ils peuvent faire l’objet d’une traduction non textuelle spécifique, non seulement en tant que document technique, mais aussi en tant qu’œuvre indépendante et unique, en portant une attention particulière aux différents contextes qui font de ce type de dessins, en fin de compte, une œuvre ayant sa valeur en soi.
Reimagining Writing Assessment for Socio- and Racio-Linguistic Justice
Authors: Gomez Margarita , Collins Kristina
Published: July 2022

This case study draws on data from a multi-year qualitative study on middle school students' uses of linguistic repertoires in a two-way dual language immersion school (Spanish/English) and their teachers' development of writing assessment. In this project, the authors explored emergent bilingual middle school students' writing to identify students' translanguaging practices. They also examined teachers' burgeoning understanding of translanguaging and its implications for assessment. The participants included 20 (eleven 7th and nine 8th grade) emergent bilingual middle school students in a dual language (50/50 model) elementary/middle school in the Mid-Atlantic region. The authors also examined how teachers developed ideas around writing assessment with 18 faculty members (including instructional aides). Findings revealed tensions between identifying multilinguistic repertoires and legitimizing them as valid meaning-making practices. The discussion aims to contribute to the development of socio- and racio-linguistically just assessment tools that validate all students' cultures and languages.
Voice and Choice
Authors: Hauptman Ally , Hasty Michelle Medlin
Published: July 2022

This chapter explores writing and writing instruction as essential components of an equitable education. The authors argue that teachers must see themselves as writers to effectively teach writing in their own classrooms. The authors describe their work with teachers in educator preparation courses and in a grant-funded project with teachers and published authors. In both situations, the authors frame their work around motivation theory and the belief that students should do the kinds of writing that real writers do, such as generating and developing ideas, rather than only writing in broad genres or in response to texts. The authors posit that students should believe their voices matter; it is through agency in writing that students will see themselves as writers. This chapter recommends that teacher education programs include writing instruction for its licensure candidates, and that classroom teachers create space for writing based on students' choice of topic and format.
Developing Critical Thinkers, Writers, and Readers
Authors: Philippakos Zoi A. Traga , MacArthur Charles A.
Published: July 2022

Genre refers to purposes, audiences, and communicative expectations. Proficient readers use genre to extract meaning from what they read, and proficient writers use their knowledge about genres to effectively compose. In the developing strategic learners (DSL) curriculum, genre refers to text structure, vocabulary, and syntactic choices. The purpose of the chapter is to explain the pedagogical principles and instructional components of the DSL curriculum and how they are applied across genres. For this, specific resources and examples are shared. Further, the chapter comments on procedures used for differentiation utilizing formative assessments and closes with guidelines for administrators and for sustainable and feasible professional development efforts.
Peer Review
Authors: Chamberlain Kalie
Published: July 2022

In peer review, students provide formative assessment and feedback for their peers with the aim of improving writing. Peer review is mainly used in English language arts classrooms, but it has been shown to be effective across content areas when implemented correctly. Empirical and qualitative studies provide evidence that peer review has a positive effect on student writing outcomes and concurrent cognitive benefits for students, including increased writing self-efficacy, improved social skills, and higher self-regulation. Peer review is a collaborative classroom practice that promotes equity for learners across age groups, ability levels, and language proficiencies.
Second Graders' Perceptions on Writing Identity
Authors: Skelley Dana L.
Published: July 2022

Literature points to a dearth of information on the use of a digital writing process with elementary children. Specific to the use of digital tools for writing is the question of how they might impact children's writing identities. Writing identity is crucial as beliefs about one's identity as a writer impacts one's writing. Addressing these concerns, this study questioned how using an iPad book creation app with a process writing approach influenced second graders' writing identities in an afterschool setting. This semester-long qualitative case study includes data from six focal children and eight undergraduate tutors. Findings revealed three factors influenced children's writing identities: use of the phrase “what good writers do,” personal perceptions on digital tools, and the bookmaking project. Four instructional considerations are shared: the value of a culturally responsive learning environment, the importance of writing feedback, the need for typing opportunities, and the impact of a bookmaking project.
Supporting Students' Writing From Sources at College Entry
Authors: MacArthur Charles A. , Philippakos Zoi A. Traga
Published: July 2022

Most college writing involves writing from sources. Students are expected to read critically and integrate ideas from sources with their own ideas. The first section of this chapter is a review of research on instruction in writing from sources, or synthesis writing. The next section describes the authors' own research over the past decade with college students in developmental writing or integrated reading/writing courses. The instructional approach, called Supporting Strategic Writers, is based on research on strategy instruction with metacognitive self-regulation. Students learn strategies for critical reading and writing based on rhetorical analysis and genres. They also learn metacognitive strategies for goal setting, task management, progress monitoring, and reflection. Substantial research demonstrates effects on writing quality and motivation. The chapter includes an extended description of the strategies for writing from sources. The chapter concludes with reflections on adaptations for other groups of students and recommendations for instruction in high school and college.
The Social Impact of COVID-19 on the Tourism Economy
Authors: Dalonso Yoná da Silva da Silva , Scalabrini Elaine , Floriano Jani , Dalonso Fernanda , De Borba Marcelo Leandro
Published: July 2022

Since March 2020, the world has been impacted by SARS-CoV-2, COVID-19. The effects of this pandemic closed business and segments including special tourism activities. This chapter aims to present the impact of the COVID-19 pandemic on the tourism economy in the city of Joinville (Santa Catarina), especially in the destination events segment, based on an empirical research. The results evidence that tourism activities were strongly impacted by loss of revenue and reduction in revenue and staff. It concludes with the need for a contribution of fiscal and financial support measures as well as the need for the adoption of biosafety protocols and promotion and marketing strategies with a view to recovery and resumption of tourist activity at the destination. Such measures will enable greater social inclusion for micro and small entrepreneurs affected by the pandemic.
The Relationship Among Perceived Gender Discrimination, Job Satisfaction, and Turnover Intention and the Moderator Role of Gender
Authors: Temizel Gamze
Published: July 2022

The main purpose of this chapter is to investigate the effect of gender discrimination perceptions of hotel employees on their job satisfaction levels and turnover intentions. A second aim is to compare employees' perceptions of gender discrimination by their sex. A final aim is to investigate the moderator role of gender in the relationship between perceived gender discrimination and job satisfaction. For this purpose, a study was conducted, and 267 employees working in 4- and 5-star hotels operating in the city of Konya in Turkey were reached. The data were collected by questionnaire technique. As a result of the study, it was determined that perceived gender discrimination affects job satisfaction negatively and affects turnover intention positively. In addition, female employees feel more gender discrimination in the workplace than men. Gender moderates the relationship between perceived gender discrimination and job satisfaction. More clearly, the negative effect of perceived gender discrimination on job satisfaction is stronger for women than for men.
Tourism and Gender Equality From SDG 5's Perspective
Authors: Cembranel Priscila , Rita Raissa Mariana , Veras Manoela de Oliveira , Fonseca Ana Paula Xavier , Domingos Giselle
Published: July 2022

Tourism can promote different possibilities for gender equality such as empowering women, generating employment and income, and promoting equitable experiences in tourist destinations and attractions. This chapter aims to discuss the incorporation of gender equality through the inclusion of Sustainable Development Goal (SDG) 5 in tourism. For this, a theoretical essay is developed based on articles present in the Web of Science (WoS) database. The results demonstrate that gender equality must be substantially discussed by everyone involved in the tourism sector. In particular with regard to equal salary and opportunities and salary for women as a way to reduce gender stereotypes in companies in the sector. In addition, it is understood that one of the ways to improve gender equality is in the development of practices in undergraduate higher education in tourism, as there are studies that indicate better academic results on the part of women.
Gender Differences Among Brazilians' Perceptions About Safety When Selecting a Destination
Authors: Rodrigues Soares Jakson Renner , Gabriel Larissa Paola Macedo Castro , Santiago-Romo Raquel , Perinotto André Riani Costa
Published: July 2022

This research analyses the impact of the COVID-19 crisis on Brazilian expectation tourism. A questionnaire survey was used to assess the tourist expectation regarding safety in future travel. A total of 796 questionnaires were collected between 6 April and 6 May 2020. The data were analyzed with factorial analyzes and t-tests and revealed that the gender of respondents turns out to be an important variable in determining different expectations in future travels. The results show that there are new concerns from Brazilian tourists about safety at the destination, increasing interest in information about the health system and the endemic diseases of the region to which they intend to travel.
The Place of Gamification in the Educational Context
Authors: Miškov Jan
Published: July 2022

Schools are pioneers of innovation in the process of teaching and learning. This study researches and analyzes new opportunities that modern information and communication technologies open up in the field of education and lifelong learning. It uncovers what place gamification in schooling holds, how it affects people, and what students take away from the progressive idea. Thus, it recognizes the possibilities and limits of its implementation in the education process. The author aims to understand better how gamification can be used in educational institutions, its function, and how to apply game principles in this context as successfully as possible. Gamification is often seen as one of the supports for student motivation. Concerning the design of teaching, teaching methods, and educational goals, the learning principles of games can be used innovatively as supplements to classroom teaching, where the curriculum is supported by game elements as important components of the teaching method. It is an inspiration for educators and designers in building gamified learning contexts.
The Rise of Educational Escape Rooms
Authors: Piñero Charlo José Carlos
Published: July 2022

Nowadays, the rise of escape rooms as a worldwide extended leisure activity is a reality. Such success has been achieved briefly and has motivated its use as a formative tool at various academic levels. Some authors have reported successful use of educational escape rooms in multiple topics (nursery, pharmacy, psychology, telecommunications, and STEM courses, among others). Furthermore, evidence of a learning process during educational escape room experiences has been published in the last years. Educational escape rooms are nowadays considered a valid, innovative formative methodology. This chapter aims to provide background, information, case reports, and guidelines for using educational escape in various curricular disciplines.
Creation of a Distance Communication Channel With Gamification Elements
Authors: Yurzhenko Alona Yuriivna , Bevzenko Julia Yuriivna , Kononova Olena Yuriivna
Published: July 2022

The chapter investigates the ways of a distance communication channel with gamification elements created in the electronic educational environment of maritime higher education institutions. The example of the gamified educational electronic environment on LMS Moodle is presented in the chapter. The chapter also gives examples of gamified activities on LMS Moodle to form communicative competency of future maritime professionals. The distance communication channel presented in the chapter contains the use of a social virtual reality platform. The static 360-degree virtual environment with a 2D video stream for English classes was analyzed. According to the received results, the quality and success of training increased. The use of gamification proved useful and helpful in the distance education of future maritime specialists.
Games and Gamification in Sustainability Learning
Authors: Chotiratanapinun Treechada , Suppipat Suphichaya
Published: July 2022

This chapter explores the intricate socio-political-cultural factors affecting Thai design students' learning and examines the potential of games and gamification in sustainability learning as an unconventional design pedagogical approach in Thai higher education. This chapter's heart is an extensive participatory action research case study from the sustainable design course of two universities in Bangkok. The project allows students to learn from game design to raise awareness of sustainability-related issues and use the games to enhance their sustainability learning through peer interactions. Games and gamification can assist Thai design students in obtaining skills essential to education for sustainable development while reducing power distance and uncertainty avoidance among classroom members. Research findings also reveal the complex relationships between game-based pedagogical practice and cultural characteristics, such as fun-pleasure orientation and interdependence orientation.
Gamified Learning in Higher Education
Authors: Garden Claire Louise Palmer , Rivera Errol Scott
Published: July 2022

Gamification and design thinking can be considered part of instructional design (ID) in the higher education (HE) context. Each of these fields has much to learn from the others. For example, although there is a lack of an agreed method to gamify learning, there are established models for ID. Furthermore, ID and gamified learning share limitations, notably a lack of reflection and empathy/systems approach in the processes used, that can be remedied by borrowing from design thinking. In the context of HE, it is appropriate to frame that empathy as student engagement to draw on the literature base. A gamification method is presented that incorporates reflection and student engagement to remedy these limitations. Although conceived to improve student engagement with formative assessment in UK HE, the process may be widely applied to other settings to support user engagement and enhance relevant outcomes (e.g., satisfaction) in different global locations.
Solving a Crime in the Geology Lab
Authors: Corbacho-Cuello Isaac , González-García Rodrigo , Hernández-Barco Miriam Andrea
Published: July 2022

This work shows an innovative and manipulative activity to learn about rocks and minerals using gamification and problem-based learning. This proposal was designed to be carried out with primary school prospective teachers during their training studies but can also be applied in either primary or secondary education levels. Students role-play aspirants who intend to enroll in a fictitious scientific police school. The admission test to that school consists of a practical case, where light has to be thrown on a death case. They need to determine if it could be a self-poisoning or murder case, deciphering some hints and using their basic geology knowledge and skills to show that they deserve a place in that school. This activity takes advantage of the popular TV dramas based on forensics to engage and motivate the students to work in the lab with minerals and rocks that the students could otherwise not have well received.
Gamifying the Refugee Classroom
Authors: Bizota Katerina , Makri Katerina
Published: July 2022

This research presents the design, implementation, and evaluation of a theory-driven educational scenario for students with a refugee background based on gamification to support learning Greek as a second language. The scenario was implemented in an educational priority zone (ZEP) classroom of a Greek primary school with eight refugee students aged 9 to 11 with a diverse linguistic background. The gamified educational platform Classcraft was used, transforming the lesson into a fantasy map-based world with heroes and quests. The findings indicate that the game elements significantly impacted engagements were competition and collaboration and some immersion-related features like storytelling, which increased autonomy. The language goal of the scenario was attained by the majority of students displaying that gamification can promote language development if adjusted to students' language level. From the findings, two demotivating factors were detected that should be taken under consideration for future studies.
Increasing Engagement Through Explicit and Implicit Gamification in Higher Education
Authors: Grey Simon , Gordon Neil A.
Published: July 2022

Engagement is essential in higher education but can be problematic to achieve. Successful games are, at their core, designed to be engaging experiences. In attempts to increase engagement in learning, there has been an increase in playful learning, game-based learning, and gamification as educators attempt to encourage engagement by explicitly harnessing the engaging attributes of games. Additionally, other attempts to increase engagement in education have implicitly resulted in the incorporation of game-like attributes. This chapter provides specific definitions of these terms and acknowledges that such attempts to increase engagement often offer an additional layer of extrinsic motivators. The authors propose that this can lead to unexpected and undesirable effects if extrinsic motivators are not well aligned to the desired behavior. This chapter presents a taxonomy of engagement strategies regarding their implicit and explicit game attributes and their implicit and explicit teaching attributes.
Merging Tangibles and Gamification to Teach Algorithmic Thinking to KG Children With “Gamirithmic”
Authors: Shohieb Samaa Mohammed , Doenyas Ceymi , Al-Adrousy Waleed Mohamed
Published: July 2022

This chapter presents the design, implementation, and evaluation of a new technique to improve children's algorithmic thinking skills that enable solving problems following clearly defined steps. Gamirithmic teaches children to codify ideas by coming up with solutions to problems in systematic and structured ways via its step-by-step procedure with the increasing complexity of commands in each step. The errors of kindergarten children (3-6 years of age) decreased with each trial, but the time taken did not, suggesting that children took time to process the more complicated commands and come up with algorithmic strategies to solve them, yet made fewer errors even though the steps got more complex, as they got used to engaging this type of thinking. Older children made fewer errors and took less time to complete the new tasks. Gamirithmic teaches technology-related concepts using a technology-independent medium that is less likely to induce behavioral problems associated with screen-based methods.
Body Conditioning for Breakers
Authors: Tsiouti Nefeli
Published: July 2022

Body conditioning and physical fitness are, in more recent years, becoming more popular physical activities. Injury locations on the body differ depending on the style, which is why it is important to have injury prevention management relevant to the dance genre. The Breakalign Method was born out of the research work of the Project Breakalign team. It is a step-by-step conditioning programme, which takes the body through levels, and it was created through the biomechanical and physiological analysis of the technique of Breaking. Physical fitness consists of various aspects, all of which create a strong body capable of performing optimally, this being the goal of every dancer and athlete. Components of physical fitness are introduced and connected to the creation of the Breakalign Method. The break-down of an exercise variation example is also being presented, the conditioning for the Breaking move called the backrock.
The Influence of Contextual and Motivational Variables on Willingness to Communicate in Fully Online EFL Programmes
Authors: Grant Sean
Published: July 2022

This quantitative study takes an ecological perspective by examining classroom environmental variables, student motivational factors, and their relationship with form-focused and meaning-focused in-class willingness to communicate (WtC) during a fully online English as a Foreign Language Programme at a Macau University. Statistically significant multiple regression results identified a moderate and strong overall relationship between these environmental and student motivational factors with in-class meaning-focused (adjusted R2 = 0.47, p < .01) and form-focused (adjusted R2 = 0.53, p < .01) WtC. In addition, regression results indicated task orientation, student group cohesiveness, and desire to learn English as the most important predictor variables for both types of in-class WtC. Weak relationships were evident between WtC with teacher support and motivation intensity. The results suggest that well-developed tasks and strong student group cohesiveness are fundamental considerations for fully online programme design for encouraging WtC.
Knowledge or Personality
Authors: Gupta Chabi
Published: July 2022

This research attempts to analyze to what extent knowledge and tactics, or enduring personality traits, predict investor behaviour and cognitive biases in portfolio investment. This study is based on exploring a wide-ranging dataset: responses to a questionnaire survey, together with transactional data of the same individual customers of an Indian stock company. From the questionnaire survey we estimate measures of domain-general personality traits, such as the Big Five, as compared to the knowledge, financial literacy, competency, and attitude specific to investor equity trading. Our results show the dominance of knowledge and tactics measures over personality related measures, when predicting nine different dependent variables of investment performance, investor cognitive biases and portfolio investment activity. This research concludes with the discussion of the findings, with insights into theory and managerial implications.