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Smart and adaptive website navigation recommendations based on reinforcement learning

Improving website structures is the main task of a website designer. In recent years, numerous web engineering researchers have investigated navigation recommendation systems. Page recommendation systems are critical for mobile website navigation. Accordingly, we propose a smart and adaptive navigation recommendation system based on reinforcement learning. In this system, user navigation history is used as the input for reinforcement learning model. The model calculates a surf value for each page of the website; this value is used to rank the pages. On the basis of this ranking, the website structure is modified to shorten the user navigation path length. Experiments were conducted to evaluate the performance of the proposed system. The results revealed that user navigation paths could be decreased by up to 50% with training on 12 months of data, indicating that users could more easily find a target web page with the help of the proposed adaptive navigation recommendation system.














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Niagara Health offering free parking after delays reported - News Talk 610 CKTB

  1. Niagara Health offering free parking after delays reported  News Talk 610 CKTB
  2. Implementation of new Niagara Health patient info system resulting in long wait times  St. Catharines Standard
  3. Temporary delays impacting registration at emergency departments  Thorold News
  4. Niagara Health Working Through Delays  101.1 More FM
  5. Niagara Health experiencing temporary delays impacting registration and EDs  Niagara Health





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Former B.C. premier John Horgan dies aged 65, after third bout of cancer - National Post

  1. Former B.C. premier John Horgan dies aged 65, after third bout of cancer  National Post
  2. Adam Pankratz: John Horgan wasn't your typical NDP premier  National Post
  3. John Horgan: Reluctant leader became B.C.'s most-loved premier  Vancouver Sun
  4. Premier’s statement on the passing of John Horgan  BC Gov News
  5. UBC political scientist remembers former B.C. premier John Horgan’s legacy  CBC.ca




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Les faisans ne sont pas tous égaux face au renard

Les faisans ne sont pas tous égaux face au renard, les plus doués en termes de mémoire ayant le plus grand territoire et surtout les plus grandes chances de survie, selon une étude lundi.

En théorie, rien de nouveau, la taille du territoire de la plupart des animaux serait liée à ses capacités cognitives, ne serait-ce que pour se souvenir de ses limites. Mais cela reste difficile à prouver "parce qu'ils peuvent avoir d'autres raisons de se limiter à un petit territoire", par exemple s'ils y trouvent suffisamment de ressources, explique le biologiste de l'évolution Robert Heathcote, de l'Université de Bristol.

Pour en avoir le cœur net, une équipe de l'Université britannique d'Exeter, et d'universités néerlandaise et israéliennes, a mené une expérience grandeur nature dans une forêt du Devon, dans le sud-ouest de l'Angleterre.

Avant d'y être lâchés, 126 faisans élevés en captivité ont subi sur quelques semaines trois tests jaugeant leur capacités cognitives, et notamment deux types de mémoire spatiale.

La mémoire dite de travail, qui est de court terme, permet à un individu de se souvenir que s'il a trouvé un ver de terre à un endroit, il ne sert à rien d'y retourner cinq minutes plus tard. La deuxième, dite mémoire de référence spatiale, de plus long terme, permet au faisan de se souvenir d'un trajet même après plusieurs jours.

L'étude publiée dans Nature Ecology & Evolution établit que c'est cette mémoire de référence spatiale qui dicte la taille du territoire d'un faisan. Ce territoire, "qui est la zone où il passe l'essentiel de son temps, est aussi celui qu'il connaît le mieux", selon M. Heathcote. Son étendue va de moins de cent mètres de long et jusqu'à un kilomètre carré.

- Territoires de la mort -

En l'espace de six mois, les chercheurs ont enregistré la prédation de 45 faisans, tous sous les crocs de renards roux. Chaque volatile était équipé d'une minuscule balise d'une dizaine de grammes, conçue par les chercheurs israéliens, permettant sa localisation quasiment en temps réel.

"Ce qui a permis de savoir quand la trajectoire de la balise n'était plus celle du faisan, mais était devenue celui du renard", explique en souriant M. Heathcote à l'AFP. La déambulation prudente du volatile se muait, une fois saisi dans la mâchoire de son prédateur, en trajectoire rectiligne, rapide et lointaine du renard, vers un endroit où dévorer tranquillement sa proie.

Les faisans les plus susceptibles de terminer leur existence de cette manière étaient ceux ayant une piètre mémoire de référence spatiale. Leur fin était aussi beaucoup plus probable aux frontières de leur territoire. "La connaissance d'une zone aide le faisan à rester vivant", et inversement, selon le Dr Joah Madden, de l'Université d'Exeter, cité dans un communiqué.

Même dans les zones de chasse préférées des renards, que M. Heathcote a baptisé "territoires de la mort", les chances de survie d'un faisan dépendent avant tout de son expérience du terrain. Les plus habiles n'évitent pas la zone de la mort, mais "avec le temps ils peuvent apprendre quelles sont les voies les plus rapides et les plus sûres pour échapper à une attaque".

Pour les faisans qui échappent aux crocs, reste le risque de finir criblé de plomb par l'homme.




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Pᅵle emploi a organisᅵ un sᅵminaire au Stade de France pour 300 000 euros

Le retour de Politique.net mᅵritait bien de commencer par une fᅵte. Selon Le Canard enchaᅵnᅵ, "le 17 juin, Pᅵle emploi Il-de-France s'est offert un sᅵminaire managers au Stade de France pour communier...




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Machine learning and deep learning techniques for detecting and mitigating cyber threats in IoT-enabled smart grids: a comprehensive review

The confluence of the internet of things (IoT) with smart grids has ushered in a paradigm shift in energy management, promising unparalleled efficiency, economic robustness and unwavering reliability. However, this integrative evolution has concurrently amplified the grid's susceptibility to cyber intrusions, casting shadows on its foundational security and structural integrity. Machine learning (ML) and deep learning (DL) emerge as beacons in this landscape, offering robust methodologies to navigate the intricate cybersecurity labyrinth of IoT-infused smart grids. While ML excels at sifting through voluminous data to identify and classify looming threats, DL delves deeper, crafting sophisticated models equipped to counteract avant-garde cyber offensives. Both of these techniques are united in their objective of leveraging intricate data patterns to provide real-time, actionable security intelligence. Yet, despite the revolutionary potential of ML and DL, the battle against the ceaselessly morphing cyber threat landscape is relentless. The pursuit of an impervious smart grid continues to be a collective odyssey. In this review, we embark on a scholarly exploration of ML and DL's indispensable contributions to enhancing cybersecurity in IoT-centric smart grids. We meticulously dissect predominant cyber threats, critically assess extant security paradigms, and spotlight research frontiers yearning for deeper inquiry and innovation.




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Robust and secure file transmission through video streaming using steganography and blockchain

File transfer is always handled by a separate service, sometimes it is a third-party service in videoconferencing. When sending files during a video session, file data flow and video stream are independent of each other. Encryption is a mature method to ensure file security. However, it still has the chance to leave footprints on the intermediate forwarding machines. These footprints can indicate that a file once passed through, some protocol-related logs give clues to the hackers' later investigation. This work proposes a file-sending scheme through the video stream using blockchain and steganography. Blockchain is used as a file slicing and linkage mechanism. Steganography is applied to embed file pieces into video frames that are continuously generated during the session. The scheme merges files into the video stream with no file transfer protocol use and no extra bandwidth consumed by the file to provide trackless file transmission during the video communication.




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Undertaking a bibliometric analysis to investigate the framework and dynamics of slow fashion in the context of sustainability

The current study has outlined slow fashion (SF) research trends and created a future research agenda for this field. It is a thorough analysis of the literature on slow fashion. Numerous bibliometric features of slow fashion have been discussed in the paper. This study comprises 182 research articles from the Scopus database. The database was utilised for bibliometric analysis. To identify certain trends in the area of slow fashion, a bibliometric study is done. For bibliometric analysis, the study employed R-software (the Biblioshiny package). Here, VOSviewer software is used to determine the co-occurrence of authors, countries, sources, etc. The study has outlined the gap that still exists in the field of slow fashion. Here, the research outcome strengthens the domain of slow fashion for sustainable consumption. The study findings will be useful for policymakers, industry professionals, and researchers.




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What we know and do not know about video games as marketers: a review and synthesis of the literature

The video game industry (VGI) has evolved considerably, transitioning from a niche market to a substantial sector. The VGI's magnitude and the societal implications tied to video game consumption have naturally piqued the interest of scholars in marketing and consumer behaviour. This research serves a dual purpose: firstly, it consolidates existing VG literature by evaluating articles, concepts, and methodologies, systematically tracing their evolution; secondly, it outlines potential directions and implications for forthcoming research. Within this literature, a predominant focus lies on articles investigating purchase decisions concerning VGs, followed by those exploring the integration of video game consumption into broader social contexts. Notably, a limited number of articles delve into player-game interactions and experiences within gaming worlds. This imbalance can be attributed to the fact that such inquiries are often suited to psychology and multidisciplinary journals, while the marketing discipline has predominantly addressed the VGI from a marketing management standpoint.




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What drives mobile game stickiness and in-game purchase intention? Based on the uses and gratifications theory

Despite the considerable growth potential predicted for mobile games, little research explored what motivates users to be sticky and make purchases in the mobile game context. Drawing on uses and gratifications theory (UGT), this study evaluates the influencing effects of players' characteristics (i.e., individual gratification and individual situation) and the mobile game structure (i.e., presence and governance) on players' mobile game behaviour (i.e., stickiness and purchase intention). Specifically, the model was extended with factors of the individual situation and governance. After surveying 439 samples, the research model was examined using the Partial least squares structural equation modelling (PLS-SEM) approach. The results indicate that stickiness is a crucial antecedent for users' in-game purchase intention. The individual situation plays an essential role in influencing user gratification, and individual gratification is the most vital criterion affecting stickiness. Finally, except for incentives, presence, and integration positively affect stickiness. This study provides further insights into both mobile game design and governance strategies.




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Impacts of social media usage on consumers' engagement in social commerce: the roles of trust and cultural distance

The prevalence of social media transforms e-business into social commerce and facilitates consumers' engagement in cross-cultural social commerce. However, social commerce operations encounter unpredictable challenges in cross-cultural business environment. It is vital to further investigate how contextual elements affect consumers' trust and their engagement when they are exposed to the complexity of cross-cultural business environment. The stimuli-organism-response paradigm is employed to examine how the two dimensions of social media usage influence consumers' engagement in cross-cultural social commerce. The current study surveyed 2,058 samples from 135 countries, and the regression analysis results illustrate the mechanism whereby informational and socialising usage of social media positively influences consumers' engagement in social commerce through consumers' trust toward social commerce websites. Additionally, the associations between two aspects of social media usage and consumers' trust towards social commerce are negatively moderated by cultural distance. Both theoretical and practical implications are also discussed.




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Attention-based gating units separate channels in neural radiance fields

We introduce a unique inductive bias to improve the reconstruction quality of Neural Radiance Fields (NeRF), NeRF employs the Fourier transform to map 3D coordinates to a high-dimensional space, enhancing the representation of high-frequency information in scenes. However, this transformation often introduces significant noise, affecting NeRF's robustness. Our approach allocates attention effectively by segregating channels within NeRF using attention-based gating units. We conducted experiments on an open-source data set to demonstrate the effectiveness of our method, which leads to significant improvements in the quality of synthesised new-view images compared to state-of-the-art methods. Notably, we achieve an average PSNR increase of 0.17 compared to the original NeRF. Furthermore, our method is implemented through a carefully designed special Multi-Layer Perceptron (MLP) architecture, ensuring compatibility with most existing NeRF-based methods.




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Human resource management and organisation decision optimisation based on data mining

The utilisation of big data presents significant opportunities for businesses to create value and gain a competitive edge. This capability enables firms to anticipate and uncover information quickly and intelligently. The author introduces a human resource scheduling optimisation strategy using a parallel network fusion structure model. The author's approach involves designing a set of network structures based on parallel networks and streaming media, enabling the macro implementation of the enterprise parallel network fusion structure. Furthermore, the author proposes a human resource scheduling optimisation method based on a parallel deep learning network fusion structure. It combines convolutional neural networks and transformer networks to fuse streaming media features, thereby achieving comprehensive identification of the effectiveness of the current human resource scheduling in enterprises. The result shows that the macro and deep learning methods achieve a recognition rate of 87.53%, making it feasible to assess the current state of human resource scheduling in enterprises.




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Beyond utility: unpacking the enjoyment gap in e-government service use

E-government serves as a vital channel for citizen interactions with the public sector, where user enjoyment is of paramount importance. To date, few studies have comprehensively examined the determinants of citizen enjoyment in e-government. To address this research gap, we administered a survey and gathered data from 363 Australian residents using myGov for tax filing. Our analysis revealed a pronounced discrepancy between reported enjoyment and the intention to continue using the services. Although users demonstrated a strong intent to use e-government services, this intent did not uniformly align with enjoyment. Additionally, informed by self-determination theory, we developed and tested an e-government service enjoyment model to study the impacts of effort expectancy, technophilia, technology humanness, and engagement in fostering user enjoyment. Unexpectedly, the results showed that information privacy concerns, commonly seen as a deterrent in e-government adoption, did not significantly affect enjoyment. Our findings advance the discourse on e-government service improvement.




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Navigating the digital frontier: a systematic review of digital governance's determinants in public administration

The aim of the study is to examine the determinants of digitalisation in public sector. This research is particularly relevant as digital transformation has become a crucial factor in modernising public sector and enhancing service delivery to citizens. The method of the systematic literature review (SLR) was implemented by searching documents on the Scopus database. The initial research reached the 7902 documents and after specifying the keywords the authors found 207 relevant documents. Finally; after the careful read of their abstracts and the use of inclusion and exclusion criteria; the most cited and relevant 32 papers constituted the final sample. Findings highlighted the focus of the literature on technological factors such as the sense of trust and safety as well as the ease of use in the adoption of digital governance; emphasising the need for effective; trustworthy and user-friendly digital services. The most discussed internal factors were leadership and organisational culture. The study offers a deeper understanding of the factors that shape the successful implementation of digital governance initiatives.




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Ebullient supervision, employee engagement and employee commitment in a higher education institution: the partial least square approach

The study investigated the influence of ebullient supervision on employee commitment in a Ghanaian public university through the mediating role of employee engagement. The simple random sampling technique was used to draw 302 administrative staff of the university to respond to the self-administered questionnaire on the constructs. Furthermore, the partial least square structural equation technique was deployed to test the research hypotheses in the study. The results showed that ebullient supervision had a significant positive relationship with employee commitment and employee engagement. The findings further revealed that employee engagement positively correlated with employee commitment. Finally, the study's findings established that employee engagement partially mediated the link between ebullient supervision and employee commitment. The study emphasised that various supervisors in a university's administration should create an environment that favours fun where subordinates can form ties with one another.




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Does perceive organisational politics effect emotional intelligence and employee engagement? An empirical study

This paper examines the growing aspect of perceive organisational politics (POPs) in organisations by understanding their employee engagement with mediating effect of emotional intelligence. This study is cross-sectional, wherein a survey is conducted on executives of different sectors holding strategic positions. The purposive sampling technique is applied to find the 117 most suitable executives for this survey. The survey is self-administered, and a questionnaire is used as an instrument with 43 measurement scale items adopted from previous similar studies. Construct's reliability and validity followed by PLS-SEM is performed using JASP statistical application. The result revealed that the dimensionality support and validation of POP based on a new set of measures centred on generalised beliefs of the application and abuse of power, infrastructure, credibility, choice making, and line-of-sight. In line with previous findings, the current findings also showed that POP works as a barrier to individual behavioural demand and can negatively affect work efficiency. Existence of perceive organisational politics due to the normative belief of the situation happing in the organisation, disengagement of employees, and also evaluates new empirical insight into the organisation by mediating emotional intelligence.




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Researching together in academic engagement in engineering: a study of dual affiliated graduate students in Sweden

This article explores dual affiliated graduate students that conduct research involving both universities and firms, which we conceptualise as a form of academic engagement, e.g., knowledge networks. We explore what they do during their studies, and their perceptions about their contributions to the firm's capacities for technology and innovation. So far, university-industry interactions in engineering are less researched than other fields, and this qualitative study focuses upon one department of Electrical Engineering in Sweden. First, we define and describe how the partner firms and universities organise this research collaboration as a form of academic engagement. Secondly, we propose a conceptual framework specifying how graduate students act as boundary-spanners between universities and firms. This framework is used for the empirical analysis, when exploring their perceptions of impact. Our results reveal that they primarily engage in problem-solving activities in technology, which augment particularly the early stages of absorptive capacities in firms.




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Female academics in higher education institutes and their work-life balance strategies: a voiceless saga

Work-life balance (WLB) is a widely explored topic in the academic discourse. The researchers are trying to find strategies to effectively balance their work and home responsibilities for women in management. This study aims to analyse how gender roles and inequalities shape the strategies of female academics in higher education institutions. Eighteen faculty members participated in the semi-structured interviews. The trustworthiness of qualitative inquiry was ascertained by using triangulation, thick descriptions, and peer reviews. Three major themes emerged from the analysis: emotional, religious and social strategies. Despite available support, faculty noted challenges in managing work and family roles and fighting with gender stereotypes. This research adds to the emerging concept of WLB literature from the developed countries' viewpoint. It also shows how WLB discourse varies from Western sensibilities and collaborates with the previously established strategies that female academics formulate in WLB.




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Real World Project: Integrating the Classroom, External Business Partnerships and Professional Organizations




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Incorporating Knowledge of Legal and Ethical Aspects into Computing Curricula of South African Universities




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An Investigation of Student Expectation, Perceived Performance and Satisfaction of E-textbooks




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First Year Engagement & Retention: A Goal-Setting Approach




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The Wheels on the Bot go Round and Round: Robotics Curriculum in Pre-Kindergarten




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Student Engagement with Online Resources and Its Impact on Learning Outcomes




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A Debate over the Teaching of a Legacy Programming Language in an Information Technology (IT) Program




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A Virtual Education: Guidelines for Using Games Technology




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A Quantitative Investigation into the Impacts of 1:1 iPads on Early Learner’s ELA and Math Achievement

Many parents, educators, and policy makers see great potential for leveraging tools like laptop computers, tablets, and smartphones in the classrooms of the world. Although increasing students’ technology access may be associated with increased student achievement, there is little research directly investigating objective measures of student achievement. This study addresses the short-term and long-term quantitative impacts of one of the world’s first school efforts to provide Kindergarten through 3rd grade classrooms with 1:1 iPad access and a range of English Language Arts (ELA) and math Apps. This report summarizes two investigations conducted during this iPad implementation. First, a 9-week pre/post randomized control trial was conducted in which 8 Kindergarten classes used literacy and numeracy apps while another 8 Kindergarten classes used their traditional (non-iPad) resources. At the end of this short implementation period, slightly stronger literacy performance gains were observed in the iPad settings. In a second longitudinal study, three years of assessment data were explored before and after the 1:1 iPad implementation in grades K to 2. Results from the longitudinal study provide emerging evidence of potential increases in ELA achievement, but no consistent results in math achievement. This paper adds to the sparse literature in this area and provides a springboard for further research.




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Investigating the Use and Design of Immersive Simulation to Improve Self-Efficacy for Aspiring Principals

Aim/Purpose: Improving public schools is a focus of federal legislation in the United States with much of the burden placed on principals. However, preparing principals for this task has proven elusive despite many changes in programming by institutions of higher learning. Emerging technologies that rely on augmented and virtual realities are posited to be powerful pedagogical tools for closing this gap. Background: This study investigated the effects of immersive simulation technologies on principals’ self-efficacy after treatment and the perceived significance of the design of the immersive simulation experience as an effective tool for adult learners. Methodology: The investigator employed a multiple-methods study that relied on a purposive sample of graduate students enrolled in educational leadership programs at two small universities in the southeastern United States. Participants completed a two-hour module of immersive simulation designed to facilitate transfer of knowledge to skills thereby increasing their self-efficacy. Contribution: This paper contributes to a small body of literature that examines the use of immersive simulation to prepare aspiring principals. Findings: The findings indicate moderate effect sizes in changes in self-efficacy, positive attitudes toward immersive simulation as a pedagogical tool, and significance in the design of immersive simulation modules. This suggests that immersive simulation, when properly designed, aids principals in taking action to improve schools. Recommendations for Practitioners: Educational leadership programs might consider the use of immersive simulations to enhance principals’ ability to meet the complex demands of leading in the 21st century. Impact on Society: Principals may be more adept at improving schools if preparation programs provided consistent opportunities to engage in immersive simulations. Future Research: Future research should be conducted with larger sample sizes and longitudinally to determine the effectiveness of this treatment.




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An Investigation of the Use of the ‘Flipped Classroom’ Pedagogy in Secondary English Language Classrooms

Aim/Purpose : To examine the use of a flipped classroom in the English Language subject in secondary classrooms in Hong Kong. Background: The research questions addressed were: (1) What are teachers’ perceptions towards the flipped classroom pedagogy? (2) How can teachers transfer their flipped classroom experiences to teaching other classes/subjects? (3) What are students’ perceptions towards the flipped classroom pedagogy? (4) How can students transfer their flipped classroom experiences to studying other subjects? (5) Will students have significant gain in the knowledge of the lesson topic trialled in this study? Methodology: A total of 57 students from two Secondary 2 classes in a Band 3 secondary school together with two teachers teaching these two classes were involved in this study. Both quantitative and quantitative data analyses were conducted. Contribution: Regarding whether the flipped classroom pedagogy can help students gain significantly in their knowledge of a lesson topic, only one class of students gained statistically significantly in the subject knowledge but not for another class. Findings: Students in general were positive about the flipped classroom. On the other hand, although the teachers considered that the flipped classroom pedagogy was creative, they thought it may only be useful for teaching English grammar. Recommendations for Practitioners: Teachers thought that flipping a classroom may only be useful for more motivated students, and the extra workload of finding or making suitable pre-lesson online videos is the main concern for teachers. Recommendations for Researchers: Both quantitative and qualitative analyses should be conducted to investigate the effectiveness of a flipped classroom on students’ language learning. Impact on Society : Teachers and students can transfer their flipped classroom experiences in English Language to teaching and studying other subjects. Future Research: More classes should be involved and a longer period of time should be spent on trial teaching in which a flipped classroom can be implemented in different lesson topics, not only teaching grammar. Teachers also need to determine if students can use the target language item in a task.




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Investigating the Feasibility of Automatic Assessment of Programming Tasks

Aim/Purpose: The aims of this study were to investigate the feasibility of automatic assessment of programming tasks and to compare manual assessment with automatic assessment in terms of the effect of the different assessment methods on the marks of the students. Background: Manual assessment of programs written by students can be tedious. The assistance of automatic assessment methods might possibly assist in reducing the assessment burden, but there may be drawbacks diminishing the benefits of applying automatic assessment. The paper reports on the experience of a lecturer trying to introduce automated grading. Students’ solutions to a practical Java programming test were assessed both manually and automatically and the lecturer tied the experience to the unified theory of acceptance and use of technology (UTAUT). Methodology: The participants were 226 first-year students registered for a Java programming course. Of the tests the participants submitted, 214 were assessed both manually and automatically. Various statistical methods were used to compare the manual assessment of student’s solutions with the automatic assessment of the same solutions. A detailed investigation of reasons for differences was also carried out. A further data collection method was the lecturer’s reflection on the feasibility of automatic assessment of programming tasks based on the UTAUT. Contribution: This study enhances the knowledge regarding benefits and drawbacks of automatic assessment of students’ programming tasks. The research contributes to the UTAUT by applying it in a context where it has hardly been used. Furthermore, the study is a confirmation of previous work stating that automatic assessment may be less reliable for students with lower marks, but more trustworthy for the high achieving students. Findings: An automatic assessment tool verifying functional correctness might be feasible for assessment of programs written during practical lab sessions but could be less useful for practical tests and exams where functional, conceptual and structural correctness should be evaluated. In addition, the researchers found that automatic assessment seemed to be more suitable for assessing high achieving students. Recommendations for Practitioners: This paper makes it clear that lecturers should know what assessment goals they want to achieve. The appropriate method of assessment should be chosen wisely. In addition, practitioners should be aware of the drawbacks of automatic assessment before choosing it. Recommendation for Researchers: This work serves as an example of how researchers can apply the UTAUT theory when conducting qualitative research in different contexts. Impact on Society: The study would be of interest to lecturers considering automated assessment. The two assessments used in the study are typical of the way grading takes place in practice and may help lecturers understand what could happen if they switch from manual to automatic assessment. Future Research: Investigate the feasibility of automatic assessment of students’ programming tasks in a practical lab environment while accounting for structural, functional and conceptual assessment goals.




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Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




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Changing the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games

Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student paradigm. Methodology: The study is both quantitative and qualitative. Participants were 63 active teachers studying in the M.Ed. program at a teacher education college. The teachers responded to a series of pre- and post-questionnaires and wrote a concluding reflection. Contribution: Teaching based on creating digital games, combined with teacher-class collaboration, is a viable and real alternative of constructivist teaching, adapted to different learners. Findings: The SEM path analysis showed that it was only after the intervention that the lower the teachers’ resistance to changing teaching patterns, the higher their intrinsic motivation to learn an innovative pedagogical-technological program and likewise the sense of mastery of 21st-century skills, resulting in a positive attitude towards classroom collaboration. The qualitative findings reveal eight categories dealing with two main themes: the first is professional development, including conceptual, behavioral and emotional change, and the second is the teachers’ perception of the learners. Recommendations for Practitioners: Teacher training should be ongoing in order to change teaching-learning processes and promote an active approach based on constructive principles, 21st-century skills and collaboration between teachers and students in a computer environment. Recommendation for Researchers: Future studies should start by sampling teachers and education professionals who have convenient access to technology in their teaching-learning environment. Impact on Society: Collaboration between teachers and students in creating learning games in a computer environment and teacher-class collaboration, in general, require very different training than that which exists today. Hence there should be some rethinking of teacher training. The proposed pedagogical model is one such idea in the right direction. Future Research: A larger study with a greater number of participants, including a control group, should be conducted.




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Digital Literacy in Higher Education: A Case Study of Student Engagement with E-Tutorials Using Blended Learning

Aim/Purpose: This paper reports on a case study project which had three goals; to develop a suite of original interactive digital skills e-tutorials to be embedded in undergraduate and postgraduate courses; to evaluate the students’ experience and engagement with the e-tutorials over one semester; and to explore their general attitudes towards online and blended learning. Background: Online and blended learning modes continue to grow in popularity in higher education, with the aim of streamlining and enhancing student learning, supporting collaboration and creativity, and equipping students with the skills they will require to work and live in an increasingly digitized world. This practice-based case study highlights factors which positively and negatively affect user engagement with digital learning objects and explores students’ perceptions of the role of online learning within their academic programs. Methodology: A suite of nine interactive e-tutorials, addressing essential digital literacy skills for university students, was developed through instructor and student peer collaboration using Articulate software, informed by best practice. The e-tutorials were embedded in the institutional Learning Management System for three undergraduate and postgraduate courses, in which digital literacy formed the core learning content, to complement classroom-based learning. Students in these courses were surveyed via SurveyMonkey about their specific experience of using the e-tutorials, as well as their general perceptions of digital literacy and online learning. Eighty-six students in total completed the questionnaire, which consisted of twenty-three closed- and open-ended questions. Contribution: Through highlighting both the positive and the challenging aspects of the students’ reported experience of online learning, this case study contributes useful insights to the body of literature on user engagement with digital learning objects in higher education, as well as students’ perceptions and experience of blended learning. Findings: The e-tutorials were perceived as valuable in reinforcing classroom learning, allowing respondents to revise concepts and materials covered in face-to-face classes, at their own pace and in their own time. Survey responses showed that the accessibility, ease-of-use, design and duration of the e-tutorials were deemed effective in terms of user engagement; however, several technological challenges were identified, such as browser incompatibility, uneven sound quality and general Internet connection issues, which disrupted their learning. Overall, students expressed enjoyment of the learning facilitated by the e-tutorials; however, rather than favoring online learning alone, they expressed a preference for a blended learning environment, with a combination of complementary learning approaches; survey respondents did not generally wish to forego face-to-face classes entirely. Recommendations for Practitioners: Instructors should seek to strategically embed interactive digital learning objects in their courses at defined points of need in a logical structure, e.g., to reinforce classroom-based learning, or to support specific skill development. Potential disruption to learning should be minimized by following best practice guidelines to ensure ease of access, a seamless user experience, and timely feedback, as well as providing adequate support for rapid resolution of technical glitches. Recommendation for Researchers: E-tutorials offer a useful means of exploring ways in which students acquire learning in the digital environment. A wider, collaborative exploration is needed to provide comparative studies which move beyond case studies. Impact on Society: Online learning mechanisms, such as e-tutorials, offer students different means of acquiring essential literacy skills and different ways to interact with content. E-tutorials constitute reusable learning objects, which can be accessed as just-in-time delivery modes, when students perceive they need to review particular skills or reinforce learning material. Future Research: This research is now expanding into different types of reusable learning objects. E-tutorials may be developed in multiple ways, and comparative research around e-tutorial models will deepen our understanding of how students interact with content in formal learning contexts. As the digital educational landscape continues to expand alongside traditional face-to-face and analogue learning modes, a key research focus will be student and instructor perceptions and experience of blended learning in different contexts.




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A Deep Learning Based Model to Assist Blind People in Their Navigation

Aim/Purpose: This paper proposes a new approach to developing a deep learning-based prototyping wearable model which can assist blind and visually disabled people to recognize their environments and navigate through them. As a result, visually impaired people will be able to manage day-to-day activities and navigate through the world around them more easily. Background: In recent decades, the development of navigational devices has posed challenges for researchers to design smart guidance systems for visually impaired and blind individuals in navigating through known or unknown environments. Efforts need to be made to analyze the existing research from a historical perspective. Early studies of electronic travel aids should be integrated with the use of assistive technology-based artificial vision models for visually impaired persons. Methodology: This paper is an advancement of our previous research work, where we performed a sensor-based navigation system. In this research, the navigation of the visually disabled person is carried out with a vision-based 3D-designed wearable model and a vision-based smart stick. The wearable model used a neural network-based You Only Look Once (YOLO) algorithm to detect the course of the navigational path which is augmented by a GPS-based smart Stick. Over 100 images of each of the three classes, namely straight path, left path and right path, are being trained using supervised learning. The model accurately predicts a straight path with 79% mean average precision (mAP), the right path with 83% mAP, and the left path with 85% mAP. The average accuracy of the wearable model is 82.33% and that of the smart stick is 96.14% which combined gives an overall accuracy of 89.24%. Contribution: This research contributes to the design of a low-cost navigational standalone system that will be handy to use and help people to navigate safely in real-time scenarios. The challenging self-built dataset of various paths is generated and transfer learning is performed on the YOLO-v5 model after augmentation and manual annotation. To analyze and evaluate the model, various metrics, such as model losses, recall value, precision, and maP, are used. Findings: These were the main findings of the study: • To detect objects, the deep learning model uses a higher version of YOLO, i.e., a YOLOv5 detector, that may help those with visual im-pairments to improve their quality of navigational mobilities in known or unknown environments. • The developed standalone model has an option to be integrated into any other assistive applications like Electronic Travel Aids (ETAs) • It is the single neural network technology that allows the model to achieve high levels of detection accuracy of around 0.823 mAP with a custom dataset as compared to 0.895 with the COCO dataset. Due to its lightning-speed of 45 FPS object detection technology, it has become popular. Recommendations for Practitioners: Practitioners can help the model’s efficiency by increasing the sample size and classes used in training the model. Recommendation for Researchers: To detect objects in an image or live cam, there are various algorithms, e.g., R-CNN, Retina Net, Single Shot Detector (SSD), YOLO. Researchers can choose to use the YOLO version owing to its superior performance. Moreover, one of the YOLO versions, YOLOv5, outperforms its other versions such as YOLOv3 and YOLOv4 in terms of speed and accuracy. Impact on Society: We discuss new low-cost technologies that enable visually impaired people to navigate effectively in indoor environments. Future Research: The future of deep learning could incorporate recurrent neural networks on a larger set of data with special AI-based processors to avoid latency.




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Perceptions of Senior Academic Staff in Colleges of Education Regarding Integration of Technology in Online Learning

Aim/Purpose: The goal of the study was to examine the perceptions of senior academic staff who also serve as policymakers in Israeli colleges of education, regarding the integration of technology in teacher education, and the shift to online learning during the Covid-19 pandemic. There is little research on this issue and consequently, the aim of the present study is to fill this lacuna. Background: In Israel, senior academic staff in colleges of education play a particularly important role in formulating institutional policies and vision regarding the training of preservice teachers. They fulfil administrative functions, teach, and engage in research as part of their academic position. During the Covid-19, they led the shift to online learning. However, there is little research on their perceptions of technology integration in teacher education in general, and during the Covid-19, in particular. Methodology: This qualitative study conducted semi-structured interviews with 25 senior academic staff from 13 academic colleges of education in Israel. Contribution: The study has practical implications for the implementation of technology in teacher education, suggesting the importance of establishing open discourse and collaboration between college stakeholders to enable enactment of a vision for equity-that allows programs to move swiftly from crisis-management to innovation and transformation during the Covid-19 pandemic. Findings: The findings obtained from content analysis of the interviews reveals a central concept: “On both sides of the divide”, and points of intersection in the perceptions of the senior academic staff. The central concept encompassed three themes: (1) centralization - between top-down and bottom-up policies, (2) between innovation and conservation, and (3) between crisis and growth. The findings indicate that in times of crisis, the polarity surrounding issues essential to the organisation’s operation is reduced, and a blend is formed to create a new reality in which the various dichotomies merge. Recommendations for Practitioners: The study has practical implications for the scope of discussions on the implementation of technology in teacher education (formulating a vision and policies, and their translation into practice), suggesting that such discussions should consider the perceptions of policymakers. Recommendation for Researchers: The findings reflect the challenges faced by senior academic staff at colleges of education that reflect the ongoing attempts to negotiate and reconcile different concerns. Impact on Society: The findings have implications for colleges of education that are responsible for pre-service teachers' teaching practices. Future Research: An enacted vision for equity-based educator preparation that allows programs to move swiftly from crisis-management to innovation and transformation. Future research might reveal a more complete picture by investigating a broader spectrum of stakeholders both in Israel and elsewhere. Hence, future research should examine the power relations between senior college staff and external bodies such as the Higher Education Council (which determines higher education policies in Israel).




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Gamification of Statistics and Probability Education: A Mobile Courseware Approach

Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware’s engagement, functionality, aesthetics, and information quality using the Mobile App Rating Scale (MARS) and a researcher-made Gamified Mobile Courseware Assessment Tool (GMCET). Background: The need to investigate the effectiveness of incorporating game-based elements into mathematics courses through innovative instructional materials inspired the study. The COVID-19 pandemic has made distance learning a necessity, and gamified mobile courseware is a potential solution to improve learning outcomes and engagement in mathematics courses. Methodology: The study employed a descriptive-evaluative method with quantitative and qualitative data to achieve its objectives. Five IT practitioners assessed the developed courseware using the MARS regarding engagement, functionality, aesthetics, and information. A researcher-made GMCET was also used to evaluate the app’s content quality, learning objectives, content presentation, learning assessment, and usability. Five math experts and 12 math teachers rated the app using the GMCET. The study used weighted mean to analyze the quantitative data and content analysis for the qualitative data. Contribution: The study provides insights into the strengths and weaknesses of gamified mobile courseware from the perspective of IT practitioners, math experts, and math teachers. The study’s findings can inform improvements in future iterations of courseware, and the study provides a valuable guide for practitioners looking to develop gamified mobile courseware for mathematics courses. Findings: The quantitative results based on the weighted mean indicate that the IT practitioners had a moderately positive perception of the developed courseware across all categories. At the same time, the math teachers and math experts showed highly positive perceptions of the gamified mobile courseware in Statistics and Probability, rating it highly across all categories. The qualitative data analysis through content analysis highlights the need for improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of the developed app. Recommendations for Practitioners: Practitioners can use the study’s findings to improve the design of gamified mobile courseware for mathematics courses and other content areas. The study recommends that practitioners focus on improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of gamified mobile courseware. Recommendation for Researchers: Future research can build on this study’s findings by exploring the use of gamified mobile courseware in other mathematical courses and other subject areas. Further research can also examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Impact on Society: The study’s findings could improve the effectiveness of gamified mobile courseware in enhancing student learning outcomes in mathematics courses. This can lead to better student performance, improved engagement, and increased interest in mathematics courses, positively impacting society. Future Research: Future research can explore using gamified mobile courseware in other mathematics courses and other subject areas. Additionally, future studies can examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Further research can also investigate the impact of gamified mobile courseware on student motivation, interest, and performance in mathematics courses.




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Investigating Factors Contributing to Student Disengagement and Ownership in Learning: A Case Study of Undergraduate Engineering Students

Aim/Purpose: Despite playing a critical role in shaping the future, 70% of undergraduate engineers report low levels of motivation. Student disengagement and a lack of ownership of their learning are significant challenges in higher education, specifically engineering students in the computer science department. This study investigates the various causes of these problems among first-year undergraduate engineers. Background: Student disengagement has become a significant problem, especially in higher education, leading to reduced academic performance, lower graduation rates, and less satisfaction with learning. The study intends to develop approaches that encourage a more interesting and learner-motivated educational environment. Methodology: This research uses a mixed methods approach by combining quantitative data from a survey-based questionnaire with qualitative insights from focus groups to explore intrinsic and extrinsic motivators, instructional practices, and student perceptions of relevance and application of course content. The aim of this method is to make an all-inclusive exploration into undergraduate engineering students’ perspectives on factors contributing to this disengagement and the need for more ownership. Contribution: Inculcating passion for engineering among learners seems demanding, with numerous educational programs struggling with issues such as a lack of interest by students and no personal investment in learning. Understanding the causes is of paramount importance. The study gives suggestions to help teachers or institutions create a more engaged and ownership-based learning environment for engineering students. Findings: The findings revealed a tangled web influencing monotonous teaching styles, limited opportunities and applications, and a perceived gap between theoretical knowledge and real-world engineering problems. It emphasized the need to implement more active learning strategies that could increase autonomy and a stronger sense of purpose in their learning journey. It also highlights the potential use of technology in promoting student engagement and ownership. Further research is needed to explore optimal implementation strategies for online simulations, interactive learning platforms, and gamification elements in the engineering curriculum. Recommendations for Practitioners: It highlights the complex interplay of intrinsic and extrinsic motivation factors and the need to re-look at instructional practice and emphasize faculty training to develop a more student-centered approach. It also stresses the need to look into the relevance and application of the course content. Recommendation for Researchers: More work needs to be done with a larger, more diverse sample population across multiple institutions and varied sociocultural and economic backgrounds. Impact on Society: Enhancing learners’ educational experience can result in creating a passionate and competent team of engineers who can face future obstacles fearlessly and reduce the production of half-baked graduates unprepared for the profession’s challenges. Future Research: Conduct long-term studies to assess the impact of active learning and technology use on student outcomes and career readiness. Investigate scaling up successful strategies across diverse engineering programs. See if promising practices work well everywhere.




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Faculty Perspectives on Web Learning Apps and Mobile Devices on Student Engagement

Aim/Purpose: The digital ecosystem has contributed to the acceleration of digital and mobile educational tools across institutions worldwide. The research displays educators’ perspectives on web applications on mobile devices that can be used to engage and challenge students while impacting their learning. Background: Explored are elements of technology in education and challenges and successes reported by instructors to shift learning from static to dynamic. Methodology: Insights for this study were gained through questionnaires and focus groups with university educators in the United Arab Emirates. Key questions addressed are (1) challenges/benefits, (2) types of mobile technology applications used by educators, and (3) strategies educators use to support student learning through apps. The research is assisted by focus groups and a sample of 42 completed questionnaires. Contribution: The work contributes to web/mobile strategic considerations in the classroom that can support student learning and outcomes. Findings: The results reported showcase apps that were successfully implemented in classrooms and provide a perspective for today’s learning environment that could be useful for instructors, course developers, or any educational institutions. Recommendations for Practitioners: Academics can integrate suggested tools and explore engagement and positive associations with tools and technologies. Recommendation for Researchers: Researchers can consider new learning applications, mobile devices, course design, learning strategies, and student engagement practices for future studies. Impact on Society: Digitization and global trends are changing how educators teach, and students learn; therefore, gaps need to be continually filled to keep up with the pace of ever-evolving digital technologies that can engage student learning. Future Research: Future research may focus on interactive approaches toward mobile devices in higher education learning and shorter learning activities to engage students.