15 research outputs found

    Pengaruh Kejayaan Graduan Sarjana Muda Sains Pembinaan Universiti Teknologi Malaysia (UTM) dalam Kerjaya yang Diceburi

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    Faktor utama kejayaan para graduan adalah berdasarkan diri sendiri iaitu tindakan yang dilakukan oleh graduan seperti berdikari, bersikap positif dan menjaga kesihatan dalam memenuhi keperluan kerjaya yang diceburi. Melalui kerjaya juga, manusia mendapat rezeki untuk menyara hidupnya, memberi nafkah kepada orang yang berada dibawah tangunngannya dan berbakti kepada masyarakat. Melalui kajian sebelum ini, penyelidik telah menghasilkan satu laluan kerjaya bagi kursus Sarjana Muda Sains Pembinaan (SBC) Universiti Teknologi Malaysia (UTM) yang didapati melalui kaedah soal selidik para graduan SBC tahun 2007 dan 2008 agar dapat dirujuk oleh pelajar kursus ini. Sehubungan itu, kajian ini, dilakukan bagi mengenal pasti faktor kejayaan para graduan dalam bekerjaya. Seramai 15 orang graduan SBC 2007 dan 15 orang graduan SBC 2008 terlibat bagi kajian ini. Penyelidik mendapati faktor kejayaan yang dicapai akan menghasilkan kepuasan di mana kesemua 30 responden menyatakan mereka berpuas hati dengan kejayaan yang dikecapi dalam kerjaya sepanjang mereka berkerja bermula dari selepas mereka bergraduasi sehingga tahun 2013

    Exploring gamification approach in hazard identification training for Malaysian construction industry

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    In recent years gaming products have increasingly been used to enhance learning and training development in academic and commercial sectors. Games have become more pervasive; they have been adopted for use in many industries and sectors such as defense, medicine, architecture, education, and city planning and government as tools for workers development. In Malaysia, it has been reported that the construction industry holds the third highest record of occurrences of accidents at work. Therefore, safety training is inevitable to reduce the alarming rate of accidents on construction sites. However, currently, available safety training approaches are still lacking in terms of delivering hands-on training and are more theoretical- instead of being more practical-based. This is due to the nature of the construction environment itself in which safety training involving certain hazards that cannot be implemented hands-on as it may bring harm to trainers, trainees and the environment. Gaming is an approach that applies technology to provide an almost real experience with interactive field training, and also supporting the theory of learning by doing with real case scenario. The purpose of this paper is to seek and explore the differences in existing gamification genres such as simulation game, role-playing, action game, strategy game and etc. Data were collected through available literature. The findings of the study show that serious game is a suitable genre to be adopted as an approach in hazard identification training for the construction industry in Malaysia

    Factors associated with health literacy among type 2 diabetes mellitus patients attending a government health clinic, 2016

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    Background: Despite the numerous health education programmes provided to the type 2 diabetes patients worldwide, the outcome of the diabetic management remains a challenge globally. Health literacy plays an important role in determining the outcomes from the diabetes management. Materials and Methods: This study was aimed to determine the level of health literacy and its associated factors among type 2 diabetes mellitus patients attending a government health clinic. This study also aimed to determine the association between the associated factors, such as sociodemographic, socioeconomic characteristics, type of treatment, diabetes duration, and knowledge on diabetes and the level of health literacy as well as the predictors of the level of health literacy. This was a cross-sectional study that was conducted from 1st February 2016 to 30th July 2016. A total of 360 participants were randomly selected from a government health clinic through a systematic random sampling method. A validated, self-administered questionnaire incorporating sociodemographic characteristics, socioeconomic characteristics, history of type 2 diabetes, diabetes knowledge and health literacy level was used in this study. Data was analysed using IBM Statistical Package for Social Science Version 22.0. Chi square test, Fisher’s Exact test and simple logistic regression were used to measure the association between the associated factors and health literacy level. Multiple logistic regression analysis was used to analyse the predictors influencing health literacy level among type 2 diabetes mellitus patients. Result: The response rate was 80%. Majority of the respondents have limited health literacy level (85.8%). There were significant association between ethnic group and health literacy level (χ2=6.317, P=0.042), level of education and health literacy level (χ2=6.304, P=0.043) and diabetes knowledge score and health literacy level [Odds Ratio (OR)=1.254, 95% Confidence Interval (CI) (1.063,1.479)]. Finally, the significant predictors for adequate health literacy level were the Chinese ethnic group [Adjusted OR (AOR)=4.441, 95% CI (1.472,13.392)] and diabetes knowledge score [AOR=1.238, 95% CI (1.031,1.488)]. Conclusion: In conclusion, level of health literacy among type 2 diabetes mellitus patients was significantly associated with the ethnic group, level of education and diabetes knowledge score. It can also be concluded that Chinese ethnic group and diabetes knowledge score were the significant predictors for adequate health literacy level among type 2 diabetes mellitus patients

    Quality of work life of librarians in government academic libraries in the Klang Valley, Malaysia / Rafidah Abdul Aziz, Fuziah Mohd Nadzar, Haslinda Husaini... [et.al].

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    The success of any organization is highly dependent on how it attracts workers, motivates, and retains its workforce. Today's organizations need to be more flexible and understanding, so that they are well prepared to develop their employees and enjoy their commitment. For most employees, going to work can be burdensome and somewhat forced upon them to carry out every day. However, for a few, their careers are the most important thing in their lives compared to others. The purpose of this study was to investigate the relationship between work and non-work variables and quality of work life. Therefore, it is anticipated that the contribution from this study will provide useful information to the top management level in organizations for the purpose of planning appropriate policies that can enhance employees overall life satisfaction. The research questions, which serve as a foundation of this study focus on the relationship between work and non-work variables and quality of work life. This study applied the quantitative research design as well as descriptive and correlation approach. Respondents are all librarians working in government academic libraries in the Klang Valley. An online survey was used to gather data for each participating library. The questionnaire was divided into two sections. Section A contained the socio-demographic information, while Section B contained seven parts of questions related to the study. The data was analyzed using Pearson Correlation Analysis. Findings from this study indicated that both work variables and non-work variables do matter in determining the quality of work life. The findings of this research also can be beneficial in Human Resource Management issues and trends in libraries administration

    Risk factors of contractor's corporate reputation

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    Apparently, the quest for product and service differentiation has highlighted that intangible assets like reputation provide potential competitive advantage to an organisation. Reputation is built from ‘inside out’ of an organisation. The process would involved building a solid foundation of corporate vision and values that are strengthened by management policies, moulding one's image and responding to external expectations accordingly. Any action by an organisation has a direct impact on its reputation, which may damage it. Literature showed that the risk factors involved vary considerably. This paper therefore set out to establish the issues impacting corporate reputation of a construction company and prioritizes it

    Outsourcing in Malaysian healthcare support services: A study on the causes of increased operational costs

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    This paper explores the causes of the significant increase in the Malaysian Ministry of Health (MoH) healthcare support sevices. The issue was derived from the drawbacks of outsourcing which surfaces from the transaction costs. Coupled with the benefits to the host organisation are the drawbacks namely the information costs, negotiating and bargaining, and the costs of policing and enforcement. It later affects the outsourcing process and requires additional spending to the client. The findings showed that the bounded rationality, opportunism and the asset specificity are the main reasons for the existence of the three. Another contributing factor that led to the increment is was the broad scope of the outsourcing implemented by MoH for an extension of 15 years. It exposed the private service provider to uncertainty that later created a risk averse behaviour particularly on their pricing

    Identification and classification of project managers' knowledge needs

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    This paper is set-out to identify and classify knowledge and skills areas that construction project manager had to acquire in order to deliver the project successfully. Classifications of their knowledge are drawn apart from the correlation between determination of project success and project management besides established from project management ‘Body of Knowledge’. Range of project managers were interviewed in order to determine their knowledge needs and assessed on its impact and value to the project

    Meminimumkan sisa bahan binaan di tapak bina

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    Pembangunan pesat industri pembinaan ini menyebabkan masalah penjanaan sisa pembinaan yang berleluasa bukan sahaja di Malaysia tetapi di kebanyakan negara. Sisa pembinaan bererti apa - apa sisa pepejal yang dihasilkan daripada aktiviti pembinaan atau perobohan, termasuk kerja pemajuan, penyediaan, pembaikan atau pengubahan. Pengurusan sisa pembinaan yang tidak sistematik boleh mendatangkan masalah kepada persekitaran, kesihatan dan keselamatan pekerja - pekerja binaan

    Design phase of gamification framework for hazard identification training in construction industry

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    Game has been proven an effective approach tool to improve learning and has become a new tool for training delivery. The development of the gamification framework involves integrating design processes which are input, process, and output. The design phase is considered essential to guide the flow of the gamification framework. It offers a safer, interactive, and entertaining learning environment for construction-related workers. This paper aims to report on the approach to design a gamification framework for hazard identification training in Construction using Garris’s Input-Process-Outcome game model as the basis. It focuses on the three main design elements: instructional design, game characteristic, and user characteristic. The study outlines two objectives: (1) to identify the game’s attributes and Gagne’s Nine Events Instructional Methods Design which supports effective learning, and (2) to determine the user’s characteristics of self-directed learning. This study focused on designing the Design phase, which consists of instructional design, game characteristics and user characteristics. Mixed methods were used to extract the attributes and elements of the Design phase. Content analysis was carried out to determine the instructional design model and game attributes, 12 attributes have been identified, and Gagne’s Nine Events Instructional Methods Design can support effective learning. Meanwhile, a questionnaire survey is used to determine the user’s self-directed learning and decision-making style, where 319 construction-related workers responded. The results showed that construction-related workers belong to the independent learners’ category and are inclined to ‘vigilant’ and ‘brooding’ types of decision-making style. Following the aim of this paper, these findings were incorporated into the design phase of the game framework

    Design Phase of Gamification Framework for Hazard Identification Training in Construction Industry

    Get PDF
    Game has been proven an effective approach tool to improve learning and has become a new tool for training delivery.  The development of the gamification framework involves integrating design processes which are input, process, and output. The design phase is considered essential to guide the flow of the gamification framework. It offers a safer, interactive, and entertaining learning environment for construction-related workers.  This paper aims to report on the approach to design a gamification framework for hazard identification training in Construction using Garris's Input-Process-Outcome game model as the basis. It focuses on the three main design elements: instructional design, game characteristic, and user characteristic. The study outlines two objectives: (1) to identify the game's attributes and Gagne's Nine Events Instructional Methods Design which supports effective learning, and (2) to determine the user's characteristics of self-directed learning. This study focused on designing the Design phase, which consists of three main elements, i.e. instructional design, game characteristics and user characteristics. Mixed methods were used to extract the attributes and elements of the Design phase. Content analysis was carried out to determine the model of instructional design and game attributes.  The findings show 12 attributes of the game through content analysis methods. Gagne's Nine Events Instructional Methods Design can support effective learning. Meanwhile, a questionnaire survey was subsequently administered to determine the user's ability to self-directed learning and decision-making style, where 319 construction-related workers responded. Data were analysed using mean comparison. The results showed that construction-related workers belong to the independent learners' category and are inclined to 'vigilant' and 'brooding' types of decision-making style. Findings confirmed that construction-related workers belong to the independent learners' category and are inclined to 'vigilant' and 'brooding' types of decision-making style. Following the aim of this paper, these findings were incorporated into the design phase of the game framework.
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