12 research outputs found

    Leveraging New Media as Social Capital for Diversity Officers

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    Conflict, Human Displacement, and Integration: Exploring the Vulnerability of Refugees

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    International and regional conflicts have been the most significant source of forced displacement and mass migration for decades. In a globalized world, human displacement reached its highest numbers and conflict became the number one reason for people to leave their home countries. This chapter analyzes the relationship between conflict and human displacement in a globalized context and demonstrates different stages of displacement. Each stage is connected with relevant levels of analysis (international, state, society, and individual) and the chapter argues that refugees become subjects of different risks at international, state, and societal levels during and after the displacement process. At each level, the nature of vulnerability changes and refugees are mostly affected by several external conditions, of which they have very limited control. By looking at the human (forced) displacement as a phenomenon from global to regional than local will help us to understand how the displacement process itself increases the vulnerability of displaced groups and individuals

    Students' Acceptance of Gamification in Higher Education

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    [[abstract]]Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.[[notice]]補正完
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