6 research outputs found

    A G-READY model to support subject design for software engineering

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    This paper contributes to Scholarship of Teaching and Learning by proposing a dynamic model to support subject design for Computer Science during the current Coronavirus pandemic. The proposed G-READY model borrows from the greedy algorithm, which can support quick and efficient transition of subject teaching from F2f to online mode and vice versa in the most economical and time efficient manner. This model aims to deliver adaptable, optimized learning experience to students within shortest possible time frame. The paper also offers a support repository of learning and teaching tools that can help the faculty with designing their subjects with minimal effort spent on exploration for resources. This open source repository is aimed to bring efficiency to the process of curating effective learning and teaching resources for computer science teaching and can be extended further. The G-READY model proposes a learning design that is insightful, reflective, dynamic and learning supportive

    Experience of loneliness on well‑being among young individuals: A systematic scoping review

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    A systematic scoping review was conducted to explore the current evidence on the A systematic scoping review was conducted to explore the current evidence on the experience of loneliness influencing well-being among youths. The electronic databases Scopus, APA PsycINFO, Emerald Insight and One Search were used to identify relevant studies, followed by an analysis of the text words contained in the title and abstract, and of the index terms used to describe the article. Reference lists of all shortlisted articles were searched for additional studies. 20 studies (quantitative, qualitative and mixed) published in the English language were identified for inclusion. Findings illustrate that the experience of loneliness is a complex, evolutionary process influenced by relational and environmental factors. Results from the studies identified factors that promote lower experience of loneliness and better well-being in future life stages. Future research can substantiate the issues related to young individuals being socially isolated from others for a prolonged duration

    A paradigmatic shift in a hallmark event extending well-being to a non-host city: "One people one nation, one Singapore"

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    A primary function of a hallmark event is to provide the host community with an opportunity to secure high prominence in the tourism marketplace. There is no lack of research on the impacts of hallmark events on the host cities. However, the impact on the well-being of non-host community is underexplored. Extant tourism literature has suggested examining events and festivals as a fertile area to explore the transformative linkages to well-being and happiness. This transformative mode brings about life altering impacts on these experiences, allowing spectators far and wide to find new meaning and develop a set of expectations. The 2016 Olympic Games were a historic moment for Singaporeans, as the country came to a standstill when Joseph Schooling won the nation’s first ever Olympic gold medal in the 100 metres butterfly swimming event. Using social media analysis through netnography method, this chapter identifies the transformation the 2016 Olympic Games had on the spectators in Singapore. This study advances the knowledge boundary of hallmark events by connecting reverberations on a society and individual well-being beyond the immediate vicinity of the host destination

    Sequential exploratory mixed methods and scale development: investigating transformational tourism readiness

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    This paper presents two vignettes that might interest tourism scholars in their future research endeavours. Firstly, a journey in multidisciplinary research is described to expound on the successful collaboration between scholars of different background premised on being open to ideas from non-tourism perspectives and learning how to hybridize an explanation or method is helpful to the scientific goals. Secondly, we review sequential exploratory mixed methods and scale development as a contribution to the tourism discipline. Utilizing the qualitative and quantitative data collection and analysis in a sequence of phases, the project aimed to develop the scale to measure travel suppliers’ readiness to provide transformational tourism Services. The significance of this work rests on sharing insights to working in a multidisciplinary team and propose a conceptual framework to crafting and validating findings using scaling and sequential phases combined with qualitative methods all with the aid of existing data reading software

    Virtual pets want to travel: engaging visitors, creating excitement

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    This paper proposes a gamified approach to promote tourism attractions based on users' interaction with a virtual pet in the context of an AR mobile application. Technology Acceptance Model, 6–11 Framework and Persuasive Systems Design are combined, to extract factors influencing the intention to travel with the virtual pet. A survey questionnaire was developed and administered online to 539 participants. Outcomes of this study highlight the significant role of emotional attachment and rewarding experience towards intention to travel with a virtual pet. The outcomes also helped us to develop a new ‘Intention to Travel’ (I2T) model. To interest and excite prospective visitors, a design of a mobile game with Augmented Reality (AR) features is proposed which will involve engaging interactions with virtual pets to attract visitors to desired location(s). Practitioners such as game developers and tourism policy makers may consider the virtual pets as a vehicle to impact tourists' behavior

    Subject Site Usability to Student Well-Being and Burnout–Understanding the Pathway

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    A considerable amount of research has been conducted to learn about various factors contributing to student well-being and burnout, but there have been few studies that considered both individual and external factors together in understanding these in the context of online and blended learning. A moderated mediation model is used to understand the relationship between usability of E-learning sites with burnout and wellbeing through self control (SC), conscientiousness (C), and self-efficacy (SE) across learning modes- online and blended, among a sample of university students (N = 142). The participants completed an online survey hosted on Qualtrics and completed Conscientious subscales of the Big Five Inventory, Brief Self-Control Scale (B-SCS), General Self-Efficacy Scale (GSE), E-Learning Usability Scale for Higher Education (ELUSH), Satisfaction with life scale (SWLS) and Oldenburg Burnout Inventory (OLBI-student version), which provides scores on two scales, “exhaustion” and “disengagement”. Overall usability of E-learning sites was significantly associated with disengagement but not exhaustion. The mediation effect of self-control on association between site usability and two indicators of burnout (exhaustion and disengagement) was moderated by conscientiousness. No significant differences were observed for burnout and well-being scores across different learning modes. The study highlights the importance of usability of subject sites in preventing burnout thereby increasing learner well-being and has implications for the learning and teaching processes in schools and institutions
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