1,720,972 research outputs found

    Case Study On The Implementation Of Framework For Edutainment Environment

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    This research involves the study of edutainment in an educational setting. The difficulty to learn a subject in terms of psychological needs and motivation among children is examined through literature review. The best practices for game design with the focus on interactivity and storytelling are also explored in the literature. An analysis on the existing edutainment products is conducted to determine the design elements that are incorporated. Two local educational games and two foreign educational games have been selected for the analysis based on several parameters for good game design. These games were then used in the case study on children and educator with the qualitative research methodology that was implemented in a selected pre-school in Malaysia

    Path To a Healthy Work-Life Balance: Mobile Application for Work and Personal Life Mastery

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    Drawing insights from diverse organizational methods, this study endeavors to facilitate effective self-development and organization in the face of contemporary demands as solutions for integrating goal tracking, event coordination, and task management within a unified calendar framework in a mobile application. There are three primary objectives of this study: firstly, to explore essential functionalities crucial for addressing the multifaceted challenges of modern life; secondly, to design and develop a mobile application that seamlessly integrates these functionalities; and finally, to evaluate the usability of the application through rigorous testing and feedback mechanisms. Envisaged deliverables include a fully functional mobile application designed to operate on the Android platform. Guided by the principles of agile software development, this study emphasizes continuous improvement and responsiveness to user needs throughout the development process. By adopting an iterative approach, the study aims to ensure the highest quality outcome, thereby enhancing the user experience and maximizing the application's efficacy in promoting work-life balance. Through this comprehensive approach, this study seeks to contribute to the ongoing discourse on work-life balance and offer practical solutions to individuals grappling with the complexities of modern living. By bridging the gap between organizational tools and personal development strategies, this study aspires to empower users in their pursuit of a harmonious and fulfilling lifestyle with a mobile application

    Conceptualized framework for edutainment

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    Conventional technique of design in computer games normally use programming as the ultimate task for developing computer games. In this framework, the development of edutainment for developing computer games for kids will be spearhead towards educators. The development of this conceptualized environment will lead the users to build an application towards a distributed resource available to a group of children. The aim of this paper is to develop an edutainment framework to be used as a tool for non-programming users especially educators for preschool children to develop digital games. Furthermore, it will identify the need for the used of diverse media elements and accommodating different skill levels in interface controls

    The Implementation of Framework for Edutainment: Educational Games Customization Tool

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    Computer games have been identified as the potential tool in education especially when it involves the children. Although there are plenty of computer games which are claimed as educational, it is a difficult task to select one that can fulfil the requirements. In this paper, the framework for edutainment that may be implemented in a game-based learning environment will be discussed. It will further report on the implementation of the framework through the development of a prototype of a tool to customize an educational game, using an evolutionary prototyping method The prototype was developed as a final year project by a group of undergraduates of the Faculty of Information Technology, Multimedia University, Malaysia. In view of the current growth of the use of games in learning, the need for such tools will become more predominate. How such games are designed will surely influence their effectiveness in enhancing learning

    A Systematic Review on Non-Functional Requirements Documentation in Agile Methodology

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    This systematic literature review studies and summarizes findings of requirements documentation of non-functional requirements practiced by agile software development teams. It identifies current practices and existing gaps when agile software teams discuss and implement non-functional requirements, and the current methods used to document non-functional requirements. Our aim is to identify available evidence on current practices and gaps in documenting non-functional requirements. The review was conducted by searching major databases for publications between 2018 and 2022. The inclusion and exclusion criteria as well as quality assessment scoring criteria were subsequently established. Results show that common themes in the practices and gaps in requirements documentation by agile teams do intersect although they are scarce. This review has the benefit for practitioners to have a better approach to document the requirements that may result in a more quality software product

    A Systematic Review on Non-Functional Requirements Documentation in Agile Methodology

    No full text
    This systematic literature review studies and summarizes findings of requirements documentation of non-functional requirements practiced by agile software development teams. It identifies current practices and existing gaps when agile software teams discuss and implement non-functional requirements, and the current methods used to document non-functional requirements. Our aim is to identify available evidence on current practices and gaps in documenting non-functional requirements. The review was conducted by searching major databases for publications between 2018 and 2022. The inclusion and exclusion criteria as well as quality assessment scoring criteria were subsequently established. Results show that common themes in the practices and gaps in requirements documentation by agile teams do intersect although they are scarce. This review has the benefit for practitioners to have a better approach to document the requirements that may result in a more quality software product

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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