40 research outputs found
Avatar design types and user engagement in digital educational games during evaluation phase
Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection
The challenge of measuring physical activity
Measuring physical activity accurately and reliably is essential when physical activity is
either an intervention or an outcome measure. Measurement of physical activity in population
groups has been undertaken in a number of ways, including self-report, observation, heart rate
measurement and activity monitors. The strengths and weaknesses of each of these methods will
be reviewed. The measurement of physical activity in children is an additional challenge and data
from the recently completed pilot study of the Kajian Aktiviti Fizikal dan Sukan Pelajar Sekolah Malaysia
2008 (KAFS08) will be used to illustrate these complexities. Questionnaire and activity monitoring
data were collected from 163 children attending four schools in Kuala Lumpur with an age range
of 9-18 years. Three models of activity monitors were used (YAMAX SW-700, OMRON HJ113,
ACTIGRAPH GT1M) and on completion of data collection, significant differences were found
between pedometer steps recorded on each monitor, after allowing for age and gender differences.
A subsequent study on the differences between the three monitors was undertaken involving over
15 individuals and over 40 days of measurement where one individual wore each of the three
monitors for a full day. In addition, the accuracy of each monitor was determined by comparing
the step count registered by the monitor with actual number of steps counted
Avatar design types and user engagement in digital educational games during evaluation phase
Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection
A Game Experience Scoring Approach on Digital Educational Games and Cognitive Styles Behaviour
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behaviour and experiences. The growth and popularity for DEGs among the young continues to evolve therefore further studies remains required. This study investigated how game experiences were related to children’s cognitive styles (i.e., focused attention and interaction strategies) on DEGs. In this study, a game experience scoring approach was used to examine the cognitive styles. Preliminary results presented that the Working Area of the DEG influenced a child's game experience and the Distractor was less seen by children during the interactive sorting activity. Focus attention on the Working Area and Banner works closely together (p<.05) indicating that children revisit items for confirmations. As for game experience on interaction strategies, an enjoyable game experience can be achieved when a child practice structured gameplay that develops into attention and engagement. Overall this study expands the knowledge of objects in game design and human behaviour for young children in DEGs
Eating behaviours of normal and overweight female undergraduate students in positive and negative emotions
Emotional well-being affects eating behaviour, whether making an individual eat less or more than they normally do. This paper aimed to compare eating behaviour between normal and overweight female undergraduate students in response to positive and negative emotions. This cross-sectional study was conducted among 166 female university students. Data collection involved the assessments of participants’ anthropometric measurements to obtain body mass index (BMI) and two self-administered questionnaires to measure of eating behaviour in positive and negative emotions; Emotional Appetite Questionnaire (EMAQ) and Eating Junk Food Questionnaire (EJFQ). Data from the two groups were compared to obtain differences in eating behaviour between normal and overweight female undergraduate students in response to positive and negative emotions. Both normal (Mean = 5.96±1.05) and overweight (Mean = 5.60±0.81) participants reported no changes in the levels of eating under positive emotions. The results also showed that both BMI categories “ate less” when they experienced negative emotions. For EJFQ, there was no significant difference in eating junk food between normal and overweight participants in response to positive emotions. However, the results revealed that the overweight group has more tendency to choose pizza (X2(1) = 6.879), p = 0.009) and cake (X2(1) = 7.458, p = 0.006) than the normal group under negative emotions. These results offer an insight that both BMI groups have almost similar eating-related concerns and thus intervention programs can be constructed on distressing eating-related thoughts and emotions among female undergraduate students
Knowledge management in forensic accounting: the future trends
Nowadays, Information System (IS) plays major roles in organizations to support the business processes, decision making and provide support on competitive advantage strategies for the employees and managers. These functions are significant since the business processes become more diverse and involve a large amount of transactions. Due to the diversity of the business process, information safekeeping on financial records is very crucial for managing the organizations knowledge. Thus, financial crime is not as visible as conventional crime hence detection is usually difficult. It is basically the work of the Auditors or Investigators to carefully process the information gathered from a company’s database to an evidence to be presented at the law court while investigating the financial crime. This paper covers related study on the usage of information technology in supporting and facilitating financial crime investigation in order to produce substantial evidence suitable for use in the law court. The study and directions for future research on knowledge management in forensic accounting also included in the paper
Relationship of an adherence score with blood pressure control status among patients with hypertension and their determinants: Findings from a nationwide blood pressure screening program
This study aimed to examine the relationship of adherence with blood pressure (BP) control and its associated factors in hypertensive patients. This cross‐ sectional nationwide BP screening study was conducted in Malaysia from May to October 2018. Participants with self‐ declared hypertension completed the Hill‐ Bone Compliance to High Blood Pressure Therapy Scale (Hill‐ Bone CHBPTS) which assesses three important domains of patient behavior to hypertension management namely medication taking, appointment keeping and reduced salt intake. Lower scores indicate better compliance while higher scores indicate otherwise. Participant's body mass index and seated BP were measured based on standard measurement protocol. Determinants of adherence to treatment were analyzed using multiple linear regression. Out of 5167 screened subjects, 1705 were known hypertensives. Of these, 927 (54.4%) answered the Hill‐ Bone CHBPTS and were entered into analysis. The mean age was 59.0 ± 13.2 years, 55.6% were female and 42.2% were Malays. The mean Hill‐ Bone CHBPTS score was 20.4 ± 4.4 (range 14‐ 47), and 52.1% had good adherence. The mean systolic BP and diastolic BP were 136.4 ± 17.9 and 80.6 ± 11.6 mmHg, respectively. BP was controlled in 58.3% of those with good adherence compared to 50.2% in those with poor adherence (p = .014). Based on multiple linear regression analysis, female gender (β = −0.72, 95% confidence interval [CI] −1.30, −0.15, p = .014), older age (β = −0.05, 95% CI −0.07, −0.03, p < .001), and individuals with primary or lower educational level (β = −0.91, 95% CI −1.59, −0.23, p = .009) had better adherence to BP management. Interventional programs targeted at the less adherent groups are needed in order to improve their adherence and BP control
Effect of steam treatment on the characteristics of oil palm empty fruit bunch and its biocomposite
The amount of wasted product from petroleum-based plastic in landfill has increased and currently, it lead to the environmental problem because it is not easily to degrade. Biocomposite is an alternative material that can be produced to reduce the usage of petroleum-based plastic [1]. The objective of this study is to determine the properties of biocomposite prepared from steam treated oil palm empty fruit bunch (EFB) with polypropylene (PP)
A computer support system for evaluating software quality in e-Book
Electronic Book or e-Book has become a new medium in education.An important consideration of e-Book in the education system is the quality of software product that is shipped with it.The e-Book program in Malaysia began in 2009 with the free distribution of e-Book to primary school children.The e-Book is a version of the Intel Classmate PC and shipped with five specific applications: Digital Textbook, MyKamus, Fasohah Jawi, Fardhu Ain, and Digital Quran. This paper presents the design and development of a computer support system for evaluating software quality in e-Book based on the ISO9126 model.There are four quality characteristics evaluated: Functionality,
Reliability, Usability and Efficiency using four rating levels: Excellent, Good, Fair and
Poor.Results, in the form of total response for each metric is displayed statistically,
including the number of respondents and school.The overall percentage for a particular
software product is also displayed, revealing the general perception of users for the
product
Study on enzyme activities in pineapple fruit and pineapple waste to be applied as poultry supplement
Pineapple fruit contains essential minerals and vitamins with some medicinal values. Hence, it can be used as a raw material to make poultry supplements. Abundance of pineapple waste also has led to the environmental problems such as producing bad odor and has increased waste capacity in the landfill. In this present work, the potential of pineapple fruit and pineapple waste were investigated to be used as the raw materials for poultry supplement based on their enzyme activities. In this study, the effect of fermentation time and type of pineapple substrates on enzyme activities which were xylanase, total cellulase and protease were studied. Two types of pineapple samples have been used in this study which were pineapple fruit and pineapple waste. Four type of pineapple substrates have been prepared which were pineapple juice, pineapple waste, pineapple juice + probiotic and pineapple waste + probiotic. The purpose of adding probiotic in this study was to enhance the fermentation reaction. The results showed that the fermentation time that have the highest enzyme activities for xylanase, total cellulase and protease were observed at day 2, 4 and 6 respectively, where substrate contains pineapple juice + probiotic recorded the highest enzyme activities value for all the three enzymes. This study had investigated that pineapple fruit and pineapple waste contain digestion enzymes which were xylanase, protease and cellulase that can be applied as poultry supplements