33,982 research outputs found

    A study on the effect of a web-based teaching module and gender on accounting students’ ethical judgements

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    Accounting educators face the increasingly important task of teaching ethics. Yet, there is little empirical evidence on the effectiveness of different ethics instructional methods on accounting students’ ethical judgements. This study examines whether the ethical decision making of accounting students differs (1) between those instructed through a web-based teaching module and those adopting a more traditional textbook-focused approach, and (2) between gender. A total of 156 students from a second-year financial accounting course participated in the study, with 90 students utilising the web-based module which was designed based on Rest’s (1979) model on ethics development. The other 66 students were instructed through a more traditional teaching approach based on regular class discussions using the ethical problems presented in the textbook. Subsequently, when presented with a whistle-blowing situation, the results of the study suggest that the attitudes and judgements of students instructed through the web-based module were more ethical than those utilising the traditional textbook module. Further, gender was found to impact ethical judgements but only among students who were exposed to the web-based module. The implications of the findings on accounting ethics education are discussed

    The development of a new Malaysian Skills Qualification Framework (MSQF) in the context of National Dual Training System (NDTS)

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    The Malaysian Skills Qualification Framework (MSQF) was formulated to classify skilled qualification that indicates the level of capabilities on competency descriptors. MSQF currently enforces competence-based training approach in skills training which is in line with National Occupational Skills Standard (NOSS). With the advent of National Dual Training System (NDTS), the existing MSQF may need to be revamped due to new requirements resulting from new orientation toward work process. Thus, the purpose of the study was to analyze the effectiveness of the existing MSQF for MSC shop-floor automotive technicians at level 3 to qualify as knowledge workers (K-workers). The study adopted the interpretive qualitative research design which was premised on the phenomenological method by using interview and observation. For purpose of data collection, participants selected for this study were those who have more than five years of experience in automotive industry and understand NOSS-based training and NDTS. The data analysis forms the themes and the categories that are useful to develop a new framework to show the relationships that exist among the categories under study. This study found that NOSS standards qualify students with specialized skills which restricts them in carrying out other duties and to understand the whole work process were facing challenges especially in fulfilling the industry needs due to technological and work organization changes. Secondly, NDTS based on the work process concept builds upon the business process orientation of new industry and supported by the whole work processes rather than specific or functional units only. Thirdly, based on the research data the new MSQF for MSC shop-floor automotive technicians at level 3 needs to be characterized in line with the two descriptors that are professional competence (knowledge and skills) and personal competence (social skills and autonomy). It is recommended that the new MSQF must be put in place in order to qualify appropriate K-workers for the automotive industry in Malaysia

    Young Children’s Access and Use of Computers in Family Child Care and Child Care Centers

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    Forty eight family child care providers and 37 center-based providers completed surveys about the availability and use of computers for children in their care. In addition, the providers were asked about their attitudes towards technology and their own computer skills. The impact of setting type on computer placement and rules about their use did not differ very much by setting type. Several factors were associated with the amount of time children were reported to use the computers. Overall, it appears that child care providers had developmentally sensitive guidelines for fostering computer use in both child care settings

    Connecting with the Y Generation: an analysis of factors associated with the academic performance of foundation IS students

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    [Abstract]: A strategy to overcome challenges associated with teaching a foundation Information Systems (IS) course to large cohorts of Business students has been highly successful. To further refine the strategy, a survey was conducted to better understand attitudes and computer experience of the students. This study revealed that factors such as gender, age, study mode, type of secondary school attended, level of previous computing studies, perceived knowledge, frequency of use and attitudes towards using computers did not predict academic performance. Academic performance and characteristics of students belonging to the Y Generation were also compared with those of the Older Generation. Differences between these generations were found to exist in relation to perceived knowledge, level of previous computing studies, and experience of formal computing studies. It is imperative that educators be aware of the characteristics of the growing Y Generation students. This research has raised critical curriculum issues for the development of foundation IS pedagogy

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    Differences in intention to use educational RSS feeds between Lebanese and British students: A multi‑group analysis based on the technology acceptance model

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    Really Simple Syndication (RSS) offers a means for university students to receive timely updates from virtual learning environments. However, despite its utility, only 21% of home students surveyed at a university in Lebanon claim to have ever used the technology. To investigate whether national culture could be an influence on intention to use RSS, the survey was extended to British students in the UK. Using the Technology Adoption Model (TAM) as a research framework, 437 students responded to a questionnaire containing four constructs: behavioral intention to use; attitude towards benefit; perceived usefulness; and perceived ease of use. Principle components analysis and structural equation modelling were used to explore the psychometric qualities and utility of TAM in both contexts. The results show that adoption was significantly higher, but also modest, in the British context at 36%. Configural and metric invariance were fully supported, while scalar and factorial invariance were partially supported. Further analysis shows significant differences between perceived usefulness and perceived ease of use across the two contexts studied. Therefore, it is recommended that faculty demonstrate to students how educational RSS feeds can be used effectively to increase awareness and emphasize usefulness in both contexts

    Chicana/o Artivism: Judy Baca's Digital Work with Youth of Color

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    Part of the Volume on Learning Race and Ethnicity: Youth and Digital Media Astounding digital murals have emerged from the minds and souls of Chicana artist Judy Baca and the youth of color who have collaborated with her over the past ten years. Their workspace is SPARC, the Social and Public Art Resource Center, founded by Baca in 1996 and dedicated to the creation and support of community and public art in Southern California. But the digital art they produce is not only located in SPARC -- it can be found in virtual installations globally, as well as on the walls of Los Angeles barrio housing projects and in the hybrid spaces of the Internet. We call their activity "digital artivism," a word that is itself a convergence between "activism" and digital "artistic" production. The digital artivism we find expressed through SPARC, we argue, is symptomatic of a Chicana/o twenty-first century digital arts movement. This digital artivist movement also advances the expression of a mode of liberatory consciousness that Chicana feminist philosopher Gloria Anzaldua calls la conciencia de la mestiza, i.e. the radical consciousness of a mixed race peoples. Chela Sandoval and Guisela Latorre call attention to this mode of digital artivism enacted by Baca and young people who are vested in the convergences between creative expression, social activism, and self-empowerment

    A Study on the Impact of ICT on Collaborative Learning Processes in Libyan Higher Education

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    This paper presents the conclusions of a study on the impact of ICT on collaborative learning processes in Libyan Higher Education (LHE). The quantitative analysis of the answers to a questionnaire (completed by Libyan full-time lecturers at the universities of Tripoli, Garyounis, Gharian and Ezawia) shows the necessity to design and develop more classroom activities and interactive online applications, enabling the development of team-building skills required by employers. The influence of limited Internet bandwidths in Libya on collaborative learning processes in HE is then presented. It is obvious that HE institutions need to develop proactive strategies that envisage and anticipate learners‟ future learning needs and requirements in this transition period of moving towards an increasingly digitalized, networked and knowledge-based society. The paper also contains the analysis of a SWOT model considering the factors that must be considered in relation to collaborative learning within the university teaching process, such as intelligent multimedia, Internet technologies, and knowledge management. The employment of modern technology will enable the development of innovative and inspiring collaborative learning environments where lecturers are expert designers of intellectual experiences for students, who become active participants to the learning processes

    Demand for Multimedia in the Classroom

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    This study elicits preferences for multimedia in the classroom for students and faculty members in agricultural economics. Employing an Internet-based conjoint ranking survey, the results show that students prefer multimedia instructional tools over a traditional chalkboard/whiteboard lecture format while faculty members do not. Neither students nor faculty members are enthusiastic about electronic textbooks, and students will accept them only if they save $80. Finally, preferences for multimedia are shown to differ with students who self-report differing note-taking abilities, preferences for chalkboard lectures, and the need for an engaging class. Successful multimedia adoption requires appropriate use and lowering costs for students.conjoint ranking, instruction, microeconomics, multimedia instruction, valuation, Demand and Price Analysis, Financial Economics, Institutional and Behavioral Economics, Research and Development/Tech Change/Emerging Technologies, Teaching/Communication/Extension/Profession, A22, Q19,

    Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? : a meta-analysis

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    Background: Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. Objective: This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Methods: Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. Results: A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants when they included users in design elements on game dynamics (beta=.215, 95% CI .075 to .356, P<.01) and, more specifically, as an informant (beta=.235, 95% CI .079 to .329, P<.01). Involving users as informants in PD to create game levels was also related to higher game effectiveness (Q=7.02, P<.01). Codesign was related to higher effectiveness when used to create the game challenge (Q=11.23, P<.01), but to lower game effectiveness when used to create characters (Q=4.36, P<.05) and the game world (Q=3.99, P<.05). Conclusions: The findings do not support higher effectiveness of games developed with PD. However, significant differences existed among PD games. More support was found for informant roles than for codesign roles. When PD was applied to game dynamics, levels, and game challenge, this was associated with higher effectiveness than when it was applied to game aesthetics. Since user involvement may have an important influence on reach, adoption, and implementation of the intervention, further research and design efforts are needed to enhance effectiveness of serious games developed with PD
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