551 research outputs found

    Stress appraisal, coping, and work engagement among police recruits: an exploratory study.

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    This study investigated the influence of stress appraisal and coping on work engagement levels (Absorption, Vigour, and Dedication) of police recruits. Participants were 387 men, ages 20 to 33 yr. (M = 24.1, SD = 2.4), in their last month of academy training before becoming police officers. Partially in support of predictions, work engagement was associated with Stressor control perceived, but not Stress intensity experienced over a self-selected stressor. Although the three dimensions of work engagement were explained by Stressor control and coping, Absorption was the dimension better explained by these variables. Police recruits reporting higher Absorption, Vigour, and Dedication reported using more Active coping and less Behavioural disengagement. Results showed that stress appraisal and coping are important variables influencing work engagement among police recruits. Findings suggested that future applied interventions fostering work engagement among police recruits should reinforce perceptions of control over a stressor as well as Active coping strategies

    Modulation of Sn concentration in ZnO nanorod array: intensification on the conductivity and humidity sensing properties

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    Tin (Sn)-doped zinc oxide (ZnO) nanorod arrays (TZO) were synthesized onto aluminum-doped ZnO-coated glass substrate via a facile sonicated sol–gel immersion method for humidity sensor applications. These nanorod arrays were grown at different Sn concentrations ranging from 0.6 to 3 at.%. X-ray diffraction patterns showed that the deposited TZO arrays exhibited a wurtzite structure. The stress/strain condition of the ZnO film metamorphosed from tensile strain/compressive stress to compressive strain/tensile stress when the Sn concentrations increased. Results indicated that 1 at.% Sn doping of TZO, which has the lowest tensile stress of 0.14 GPa, generated the highest conductivity of 1.31 S cm− 1. In addition, 1 at.% Sn doping of TZO possessed superior sensitivity to a humidity of 3.36. These results revealed that the optimum performance of a humidity-sensing device can be obtained mainly by controlling the amount of extrinsic element in a ZnO film

    Research on citizen participation of public information service platform amidst the COVID-19 outbreak in China

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    Facing the global epidemic prevention and control situation, public information services are an important part of ensuring the smooth operation of the government and the normal life of citizens. Among them, Internet companies assume a significant part in assisting with uncovering epidemiological information, such as the "same journey query"platform that can query the public transportation itinerary of patients with pneumonia suspected diagnosis. Citizens can understand their health status and make independent declarations to avoid the spread of immunity. To better understand the requirements, willingness, and elements impacting citizen participation, this study constructs a citizen participation model based on the public service system, combined with the Chinese government's public information interactive management process. Through empirical analysis of the survey data, it is discovered that expectations and perceived quality are the key factors that can significantly affect public participation. It can be concluded that improving the quality of the platform and public expectations will help increase public satisfaction and trust, and ultimately increase public participation. The result is conducive to the better participation of enterprises, governments, and citizens in public information services, and gives insight to future related research

    Student's opinions on online educational games for learning programming introductory

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    Use of educational games is an approach that has potential to change the existing educational method. This is due to games popularity among younger generation as well as engagement and fun features of games compared to conventional learning method. In addition, games are among the most widespread media amongst younger generation or so-called "digital natives" apart from movie, music and internet technology. Game play activities is an important issue to be thoroughly understood due to the facts that many of them are addicted to game play activity. In contrast, conventional learning approaches are not interesting enough to the younger generation. Thus, integration of games technology into education is potentially believed to increase student interest and motivation to learn. This study developed and evaluates an online educational game for learning Programming Introductory course at a university in Malaysia. A total of 180 undergraduate students from computer and engineering background participate in the study. Findings shows that about 80% of students have positive attitude towards the games with around 84% of them find that the games is a fun way to learn, at the same time, an average of 80% agreed that the game provide them with opportunity to learn. Furthermore, about 75% of the students agreed that the game make them able to do self-assessment for Programming course. It was interesting to find that almost 85% of the student said that they will want to use educational games as their future learning approach. Despite many more evidence will be needed especially in Malaysia context, this study is important to rationalize that games can be one of the new learning approaches in the future

    Mobile educational games for learning Sirah Nabi: development and usability evaluation

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    The pervasive use of the internet and mobile phone among the age group 5 – 17 years old makes learning through these media an attractive proposition. Mobile learning presents a flexible and inventive way of learning as well as the new normal. On the other hand, learning Sirah is an essential part of every Muslim in the world in order to understand what has happened in the past regarding our beloved prophet and to learn from his behaviour and follow his sunnah. However, past studies shown that the traditional learning approach seems dull and not interesting enough. Mobile learning thus offers a new solution in learning the Sirah and similar subjects most students find of low interest and dull. The study used a quantitative approach using survey for data collection; and was divided into two phases: Sirah Game Prototype Design and Usability Evaluation phase. The ADDIE model was adapted as a model to guide instructional design process and development of the Sirah mobile applications with five phases throughout the process. An evaluation model consisted of seven components namely Game Usability, Mobility, Learning Content and Playability, Satisfaction, Efficiency was implemented. The findings suggested that students are highly interested in the use of the games for learning, able to learn Sirah subject in better ways by using the games and learning with games was found as enjoyable way to learn. This study adds more to Islamic digital content and enhances the learning approach for Sirah subject. We hope to contribute more towards Islamic digital content in the future for the benefit of our ummah and community

    THREE-DIMENSIONAL RECORDING AND PHOTOREALISTIC MODEL RECONSTRUCTION FOR VIRTUAL MUSEUM APPLICATION – AN EXPERIENCE IN MALAYSIA

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    In recent years, museums are utilizing the ability of virtual reality (VR) technologies to visualize their collections in three-dimensional (3D) environment. The demands for 3D digitization of cultural heritage have increase greatly to facilitate the development of virtual museum. Among the available techniques, the use of laser scanning for digital recording and 3D reproduction of the heritage sites and archaeological artefacts are technically more reliable due to its rapid and high resolution data capture. However, the suitable 3D laser scanners used greatly depend on the level of details and size of an object. This research used medium and close-range type of laser scanners to digitally record the heritage objects. The aim of this research was to develop methodology framework for digital recording and 3D reproduction of archaeological artefact and heritage sites in Malaysia by using terrestrial laser scanning technology. Besides, this research focused on the reconstruction of photorealistic 3D models based on the colour information yield by close-range photogrammetry. The colour descriptions were obtained either by built-in camera or externally integrated camera on the laser scanner. For better colour descriptions, external images were captured by independent Nikon D300s digital camera. The geometric model accuracy of A’Famosa and terracotta Buddha statuette was in 5 mm and 0.41 mm respectively. 3D flythrough animation was rendered by using the coloured point clouds model. The development of 3D Virtual Walkthrough Museum (3DVWM) utilized the 3D PDF document and SCENE WebShare platform to offer realistic visualization experience to the visitors where the reality-based models could be manipulate in 3D geometric aspects and use of metric analysis. Thus, 3DVWM can facilitate the virtual museum application in Malaysia and enable wider visitors to virtually appreciate the cultural heritage in Malaysia. Thus, this indirectly stimulates the tourism industry in our country

    Unmanned aerial vehicle (UAV) gps jamming test by using software defined radio (SDR) platform

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    Overhang property issue has sustained over the past ten years in Malaysia. Major overhang property issue was contributed from the unsold residential property. Though the government announced to build a data system and provide the housing data to prevent a mismatch of supply-demand in the property market, there are still not many relevant studies or research on predicting residential property prices. Hence, it is essential to understand the factors that influence the price of residential properties. The study aims to predict the price of a residential property by using a machine learning algorithm. Three algorithms were selected, namely Decision Tree, Linear Regression, and Random Forest, tested against the training and testing datasets obtained from the Malaysian Valuation and Property Services Department. Results show that the Random Forest model produced high accuracy with lower r_squared (R2), RMSE, and MAE values. Significantly, the study has contributed a new insight into essential property features that primarily influence the property price, which will be useful for property developers and buyers who wish to invest in the property market

    Experiential learning and the acquisition of managerial tacit knowledge

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    Tacit knowledge is believed to be one factor that distinguishes successful managers from others. We sought to determine whether levels of accumulated managerial tacit knowledge (LAMTK) were associated with managers' dominant learning styles. Instruments used in the study, involving 356 Malaysian public sector employees, included Sternberg et al.'s (2000) Tacit Knowledge Inventory for Managers and a normative version of Kolb's (1999a) Learning Styles Inventory (LSI-Ill). Findings suggest that LAMTK is independent of the length of subjects' general work experience, but positively related to the amount of time spent working in a management context. Learning styles also had a significant relationship. Subjects who spent most of their time performing management functions and whose dominant learning styles were accommodating had significantly higher LAMTK than those with different learning styles. We also found support for the belief that learners with a strong preference for all four different abilities defined in Kolb's learning theory may be critical for effective experiential learning
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