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Enhancement of Collaborative Learning Activities using Portable Devices in the Classroom

Computer Supported Collaborative Learning could highly impact education around the world if the proper Collaborative Learning tools are set in place. In this paper we describe the design of a collaborative learning activity for teaching Chemistry to Chilean students. We describe a PDA-based software tool that allows teachers to create workgroups in their classrooms in order to work on the activity. The developed software tool has three modules: one module for teachers, which runs on a PC and lets them create the required pedagogical material; second, there is a PDA module for students which lets them execute the activity; finally, a third module allows the teacher set workgroups and monitor each workgroup during the activity.




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Web 2.0: Applications and Mechanisms




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Bio-Inspired Mechanisms for Coordinating Multiple Instances of a Service Feature in Dynamic Software Product Lines

One of the challenges in Dynamic Software Product Line (DSPL) is how to support the coordination of multiple instances of a service feature. In particular, there is a need for a decentralized decision-making capability that will be able to seamlessly integrate new instances of a service feature without an omniscient central controller. Because of the need for decentralization, we are investigating principles from self-organization in biological organisms. As an initial proof of concept, we have applied three bio-inspired techniques to a simple smart home scenario: quorum sensing based service activation, a firefly algorithm for synchronization, and a gossiping (epidemic) protocol for information dissemination. In this paper, we first explain why we selected those techniques using a set of motivating scenarios of a smart home and then describe our experiences in adopting them.




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Hierarchical Graph-Grammar Model for Secure and Efficient Handwritten Signatures Classification

One important subject associated with personal authentication capabilities is the analysis of handwritten signatures. Among the many known techniques, algorithms based on linguistic formalisms are also possible. However, such techniques require a number of algorithms for intelligent image analysis to be applied, allowing the development of new solutions in the field of personal authentication and building modern security systems based on the advanced recognition of such patterns. The article presents the approach based on the usage of syntactic methods for the static analysis of handwritten signatures. The graph linguistic formalisms applied, such as the IE graph and ETPL(k) grammar, are characterised by considerable descriptive strength and a polynomial membership problem of the syntactic analysis. For the purposes of representing the analysed handwritten signatures, new hierarchical (two-layer) HIE graph structures based on IE graphs have been defined. The two-layer graph description makes it possible to take into consideration both local and global features of the signature. The usage of attributed graphs enables the storage of additional semantic information describing the properties of individual signature strokes. The verification and recognition of a signature consists in analysing the affiliation of its graph description to the language describing the specimen database. Initial assessments display a precision of the method at a average level of under 75%.




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No Comment : les mariachis se réunissent à Mexico pour battre le record du monde de chant

No Comment : les mariachis se réunissent à Mexico pour battre le record du monde de chant




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No Comment : un psychanaliste dans le métro new-yorkais

No Comment : un psychanaliste dans le métro new-yorkais




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An efficient edge swap mechanism for enhancement of robustness in scale-free networks in healthcare systems

This paper presents a sequential edge swap (SQES) mechanism to design a robust network for a healthcare system utilising energy and communication range of nodes. Two operations: sequential degree difference operation (SQDDO) and sequential angle sum operation (SQASO) are performed to enhance the robustness of network. With equivalent degrees of nodes from the network's centre to its periphery, these operations build a robust network structure. Disaster attacks that have a substantial impact on the network are carried out using the network information. To identify a link between the malicious and disaster attacks, the Pearson coefficient is employed. SQES creates a robust network structure as a single objective optimisation solution by changing the connections of nodes based on the positive correlation of these attacks. SQES beats the current methods, according to simulation results. When compared to hill-climbing algorithm, simulated annealing, and ROSE, respectively, the robustness of SQES is improved by roughly 26%, 19% and 12%.





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Le changement climatique, facteur aggravant du trafic d'êtres humains

(Belga) La multiplication des désastres météorologiques, qui pousse sur les routes des millions de personnes, est aujourd'hui l'une des "causes principales" du trafic d'êtres humains, selon un rapport onusien publié mardi, évoquant également les risques posés par la guerre en Ukraine.

"Le changement climatique accroît la vulnérabilité au trafic", souligne cette étude de l'Office des Nations unies contre la drogue et le crime (ONUDC), basée sur la collecte des données de 141 pays sur la période 2017-2020 et l'analyse de 800 affaires judiciaires. Au fil du temps, "des régions entières vont devenir inhabitables", ce qui "affecte de manière disproportionnée" les communautés pauvres vivant essentiellement de l'agriculture ou de la pêche. Elles se retrouvent "privées de leurs moyens de subsistance et contraintes de fuir leur communauté", devenant une proie facile pour les trafiquants, a expliqué à la presse en amont de la publication Fabrizio Sarrica, auteur principal du texte. Rien qu'en 2021, les catastrophes climatiques ont provoqué le déplacement interne de plus de 23,7 millions de personnes, tandis que de nombreux autres ont dû partir à l'étranger. Le rapport cite des typhons dévastateurs aux Philippines, ou encore le Bangladesh, particulièrement exposé aux cyclones et tempêtes. Dans les deux pays, une hausse des cas de trafic a été constatée, avec par exemple l'organisation de "larges campagnes de recrutement" pour piéger dans le travail forcé les plus démunis. Le Ghana, victime de sécheresses et d'inondations, et la région des Caraïbes, soumise aux ouragans et à la montée du niveau de la mer, sont aussi en première ligne. Autre terrain propice au trafic, les conflits armés. Si l'Afrique est de loin le continent le plus touché, l'instance onusienne pointe une situation potentiellement "dangereuse" en Ukraine, tout en saluant les mesures prises par les pays de l'Union européenne pour accueillir et protéger les millions de réfugiés. (Belga)




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En pleine crise du covid-19, l'Assemblï¿œe change les rï¿œgles des CDD et prï¿œcarise un peu plus les salariï¿œs

L'information est ᅵ lire sur le site de Mediapart : le 15 mai, alors que l'Assemblᅵe est en train de voter la poursuite de l'ᅵtat d'urgence sanitaire, les dᅵputᅵs de la Rᅵpublique en...




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Feature-aware task offloading and scheduling mechanism in vehicle edge computing environment

With the rapid development and application of driverless technology, the number and location of vehicles, the channel and bandwidth of wireless network are time-varying, which leads to the increase of offloading delay and energy consumption of existing algorithms. To solve this problem, the vehicle terminal task offloading decision problem is modelled as a Markov decision process, and a task offloading algorithm based on DDQN is proposed. In order to guide agents to quickly select optimal strategies, this paper proposes an offloading mechanism based on task feature. In order to solve the problem that the processing delay of some edge server tasks exceeds the upper limit of their delay, a task scheduling mechanism based on buffer delay is proposed. Simulation results show that the proposed method has greater performance advantages in reducing delay and energy consumption compared with existing algorithms.




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Enhanced TCP BBR performance in wireless mesh networks (WMNs) and next-generation high-speed 5G networks

TCP BBR is one of the most powerful congestion control algorithms. In this article, we provide a comprehensive review of BBR analysis, expanding on existing knowledge across various fronts. Utilising ns3 simulations, we evaluate BBR's performance under diverse conditions, generating graphical representations. Our findings reveal flaws in the probe's RTT phase duration estimation and unequal bandwidth sharing between BBR and CUBIC protocols. Specifically, we demonstrated that the probe's RTT phase duration estimation algorithm is flawed and that BBR and CUBIC generally do not share bandwidth equally. Towards the end of the article, we propose a new improved version of TCP BBR which minimises these problems of inequity in bandwidth sharing and corrects the inaccuracies of the two key parameters RTprop and cwnd. Consequently, the BBR' protocol maintains very good fairness with the Cubic protocol, with an index that is almost equal to 0.98, and an equity index over 0.95.




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Attention-based gating units separate channels in neural radiance fields

We introduce a unique inductive bias to improve the reconstruction quality of Neural Radiance Fields (NeRF), NeRF employs the Fourier transform to map 3D coordinates to a high-dimensional space, enhancing the representation of high-frequency information in scenes. However, this transformation often introduces significant noise, affecting NeRF's robustness. Our approach allocates attention effectively by segregating channels within NeRF using attention-based gating units. We conducted experiments on an open-source data set to demonstrate the effectiveness of our method, which leads to significant improvements in the quality of synthesised new-view images compared to state-of-the-art methods. Notably, we achieve an average PSNR increase of 0.17 compared to the original NeRF. Furthermore, our method is implemented through a carefully designed special Multi-Layer Perceptron (MLP) architecture, ensuring compatibility with most existing NeRF-based methods.




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QoS-based handover approach for 5G mobile communication system

5G mobile communication systems are an in-depth fusion of multi-radio access technologies characterised with frequent handover between cells. Handover management is a particularly challenging issue for 5G networks development. In this article, a novel optimised handover framework is proposed to find the optimal network to connect with a good quality of service in accordance with the user's preferences. This framework is based on an extension of IEEE 802.21 standard with new components and new service primitives for seamless handover. Moreover, the proposed vertical handover process is based on an adaptive heuristic model aimed at achieving an optimised network during the decision-making stage. Simulation results demonstrate that, compared to other existing works, the proposed framework is capable of selecting the best network candidate accurately based on the quality-of-service requirements of the application, network conditions, mobile terminal conditions and user preferences. It significantly reduces the handover delay, handover blocking probability and packet loss rate.




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Enhancing clean technology's dynamic cross technique using value chain

Numerous Indian economic sectors have been impacted by the COVID-19 epidemic, with many being forced to the verge of extinction. As a result, this essay analyses the importance of supply chains for grapes and the manufactured goods made from them, including beverages and currants, in a specific state that happens to be India's top grape-producing region. In order to identify the sites of rupture brought on by the pandemic and to recommend policy changes to create a resilient system, a value chain analysis is performed. Value chain management has emerged as one of the key strategies businesses use today to boost productivity and costs when they are up against greater rivalry in the marketplace, however, with several new challenges, such as concerns over security, environmental protection, compensation, and business accountability. According to the value chain study, the level of value addition for intermediary agents, such as pre-harvest contractors, has increased after COVID-19 at the expense of farmers. Various policy approaches are explained to enhance the grape value chain using the knowledge gained from Porter's value chain results and supply and demand shocks.




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Design of intelligent financial sharing platform driven by consensus mechanism under mobile edge computing and accounting transformation

The intelligent financial sharing platform in the online realm is capable of collecting, storing, processing, analysing and sharing financial data through the integration of AI and big data processing technologies. However, as data volume grows exponentially, the cost of financial data storage and processing increases, and the asset accounting and financial profit data sharing analysis structure in financial sharing platforms is inadequate. To address the issue of data security sharing in the intelligent financial digital sharing platform, this paper proposes a data-sharing framework based on blockchain and edge computing. Building upon this framework, a non-separable task distribution algorithm based on data sharing is developed, which employs multiple nodes for cooperative data storage, reducing the pressure on the central server for data storage and solving the problem of non-separable task distribution. Multiple sets of comparative experiments confirm the proposed scheme has good feasibility in improving algorithm performance and reducing energy consumption and latency.




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Why students need to learn biomimicry rather than select a correct answer? A neurological explanation

For a long time, high school students have been forced to practice selecting correct answers on college scholastic ability tests. Recently, it has been suggested that schools introduce biomimicry activities for STEM education to develop students' 21st century competency. However, there have been arguments about which system is more appropriate in terms of enhancing a student's competency development. Therefore, we evaluated neurological evidence of students' competency using fMRI scans taken during the selecting a correct answer for a biology question and during a biomimicry activity. Results showed that the repetitive practice of selecting correct responses limited a student's neurological activities to the brain network of the visual cortex and the front-parietal working memory cortex. However, the biomimicry activity simultaneously involved diverse prefrontal, parietal and temporal cortexes, and the putamen, limbic and cerebellum lobes. Therefore, this study proposes that the biomimicry activities could stimulate their coordinated brain development.




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Making Information Systems less Scrugged: Reflecting on the Processes of Change in Teaching and Learning




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Using Wikis to Enhance Website Peer Evaluation in an Online Website Development Course: An Exploratory Study




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Enhancing Classroom Learning Experience by Providing Structures to Microblogging-based Activities




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A Hands-on Approach for Teaching Denial of Service Attacks: A Case Study




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Enhancing Students’ Interest in Science and Technology through Cross-disciplinary Collaboration and Active Learning Techniques




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“Hour of Code”: Can It Change Students’ Attitudes toward Programming?

The Hour of Code is a one-hour introduction to computer science organized by Code.org, a non-profit dedicated to expanding participation in computer science. This study investigated the impact of the Hour of Code on students’ attitudes towards computer programming and their knowledge of programming. A sample of undergraduate students from two universities was selected to participate. Participants completed an Hour of Code tutorial as part of an undergraduate course. An electronic questionnaire was implemented in a pre-survey and post-survey format to gauge the change in student attitudes toward programming and their programming ability. The findings indicated the positive impact of the Hour of Code tutorial on students’ attitude toward programming. However, the students’ programming skills did not significantly change. The authors suggest that a deeper alignment of marketing, teaching, and content would help sustain the type of initiative exemplified by the Hour of Code.




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Enhancing Privacy Education with a Technical Emphasis in IT Curriculum

The paper describes the development of four learning modules that focus on technical details of how a person’s privacy might be compromised in real-world scenarios. The paper shows how students benefited from the addition of hands-on learning experiences of privacy and data protection to the existing information technology courses. These learning modules raised students’ awareness of potential breaches of privacy as a user as well as a developer. The demonstration of a privacy breach in action helped students to design, configure, and implement technical solutions to prevent privacy violations. The assessment results demonstrate the strength of the technical approach.




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The Impact of Hands-On Simulation Laboratories on Teaching of Wireless Communications

Aim/Purpose: To prepare students with both theoretical knowledge and practical skills in the field of wireless communications. Background: Teaching wireless communications and networking is not an easy task because it involves broad subjects and abstract content. Methodology: A pedagogical method that combined lectures, labs, assignments, exams, and readings was applied in a course of wireless communications. Contribution: Five wireless networking labs, related to wireless local networks, wireless security, and wireless sensor networks, were developed for students to complete all of the required hands-on lab activities. Findings: Both development and implementation of the labs achieved a successful outcome and provided students with a very effective learning experience. Students expressed that they had a better understanding of different wireless network technologies after finishing the labs. Recommendations for Practitioners: Detailed instructional lab manuals should be developed so that students can carry out hands-on activities in a step-by-step fashion. Recommendation for Researchers: Hands-on lab exercises can not only help students understand the abstract technical terms in a meaningful way, but also provide them with hands-on learning experience in terms of wireless network configuration, implementation, and evaluation. Impact on Society: With the help of a wireless network simulator, students have successfully enhanced their practical skills and it would benefit them should they decide to pursue a career in wireless network design or implementation. Future Research: Continuous revision of the labs will be made according to the feedback from students. Based on the experience, more wireless networking labs and network issues could be studied in the future.




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Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




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Changing the Learning Environment: Teachers and Students’ Collaboration in Creating Digital Games

Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level without changing the traditional teacher-student paradigm. Methodology: The study is both quantitative and qualitative. Participants were 63 active teachers studying in the M.Ed. program at a teacher education college. The teachers responded to a series of pre- and post-questionnaires and wrote a concluding reflection. Contribution: Teaching based on creating digital games, combined with teacher-class collaboration, is a viable and real alternative of constructivist teaching, adapted to different learners. Findings: The SEM path analysis showed that it was only after the intervention that the lower the teachers’ resistance to changing teaching patterns, the higher their intrinsic motivation to learn an innovative pedagogical-technological program and likewise the sense of mastery of 21st-century skills, resulting in a positive attitude towards classroom collaboration. The qualitative findings reveal eight categories dealing with two main themes: the first is professional development, including conceptual, behavioral and emotional change, and the second is the teachers’ perception of the learners. Recommendations for Practitioners: Teacher training should be ongoing in order to change teaching-learning processes and promote an active approach based on constructive principles, 21st-century skills and collaboration between teachers and students in a computer environment. Recommendation for Researchers: Future studies should start by sampling teachers and education professionals who have convenient access to technology in their teaching-learning environment. Impact on Society: Collaboration between teachers and students in creating learning games in a computer environment and teacher-class collaboration, in general, require very different training than that which exists today. Hence there should be some rethinking of teacher training. The proposed pedagogical model is one such idea in the right direction. Future Research: A larger study with a greater number of participants, including a control group, should be conducted.




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Enhancing Student Learning in Cybersecurity Education using an Out-of-class Learning Approach

Aim/Purpose: In this study, the researchers investigated whether the out-of-class learning approach could help the students to attain any valuable learning outcomes for cybersecurity learning and could enhance the perceived value of cybersecurity education among the students. Background: Cybersecurity learning poses challenges for its students to learn a complicated subject matter and the students may be intimidated by the challenging courses in cybersecurity programs. Therefore, it is essential for the faculty members to devise some mechanisms to promote cybersecurity learning to increase its student retention. The mechanism suggested by this study was the out-of-class learning approach. Methodology: The researchers in this study employed a content analysis and adopted a semiotic method to analyze qualitative data. The researchers also conducted crosstabulation analyses using chi-square tests to detect the significant differences in the emerging learning outcomes from the two different out-of-class learning activities investigated in this study. Contribution: This study addressed the difficulty of cybersecurity education and proposed a viable mechanism to promote the student learning in such a complicated subject matter. Findings: For cybersecurity education, the out-of-class learning approach is a viable pedagogical mechanism that could lead the students to several learning outcomes, including connecting them to the real-life scenarios related to the cybersecurity profession, guiding them to their career choices and development, stimulating their intellectual growth, creating their justification of learning, and raising their cybersecurity awareness. Recommendations for Practitioners: The instructors of any cybersecurity programs should incorporate some out-of-class learning activities into the courses in their programs, especially the introductory-level courses. Additionally, it is important to coordinate the out-of-class learning activities with the in-class lessons to enable the students to justify what they have learned in their classrooms and motivate them to learn more. Recommendation for Researchers: Researchers could look beyond in-class learning and laboratory learning to investigate the impacts of out-of-class learning activities on cybersecurity education to help the students to attain better learning outcomes. Impact on Society: By promoting cybersecurity education, universities and colleges could attain a higher retention rate of the students in their cybersecurity programs. The higher retention rate of the students in cybersecurity programs would help to ease the critical shortage of cybersecurity talent. Future Research: Future research could explore the impacts of other out-of-class learning activities on cybersecurity learning; for example: job shadowing, attending cybersecurity conferences, internship, developing cybersecurity systems or tools for actual customers, working on cybersecurity research with faculty members. Additionally, future studies could investigate the effects of the out-of-class learning approach on promoting other academic programs that are characterized by intensely complex and technical nature, similar to cybersecurity programs.




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A Study on the Effectiveness of an Undergraduate Online Teaching Laboratory With Semantic Mechanism From a Student Perspective

Aim/Purpose: The current study was conducted to investigate the students’ perceived satisfaction with the use of a semantic-based online laboratory, which provides students with a search mechanism for laboratory resources, such as instruments and devices. Background: The increasing popularity of using online teaching labs, as an important element of experiential learning in STEM education, is because they represent a collection of integrated tools that allow students and teachers to interact and work collaboratively, whereas they provide an enriched learning content delivery mechanism. Moreover, several research studies have proposed various approaches for online teaching laboratories. However, there are hardly any studies that examine the student satisfaction provided by online laboratories based on students’ experiential learning. Methodology: To measure the effectiveness of the laboratory, we performed a case study in a Computer Fundamentals online course in which undergraduate students were able to manage devices and instruments remotely. Participants were a sample of 50 third semester students of Bachelor’s degree in Information Technology Administration who were divided in experimental and control groups (online laboratory vs. traditional manner). Given a laboratory assignment, students were able to carry out the management of devices and instruments through a LabView virtual environment and web services. The data of the experiment were collected through two questionnaires from both groups. The first is a system usability score (SUS) questionnaire concerning lab usability and the second one students’ cognitive load. Contribution: The results of the study showed a high correlation between usability and cognitive load-satisfaction of students who used the online teaching laboratory compared to the students who did not use it. Findings: On the one hand, the online laboratory provided students with an easy way to share and deploy instruments and devices, thus enhancing system usability. On the other hand, it offered important facilities which enabled students to customize the search for instruments and devices, which certainly had a positive impact on the relationship between cognitive load and satisfaction. Recommendations for Practitioners: In this work we propose an intuitive laboratory interface as well as easiness to use but challenging and capable of providing similar experiences to the traditional laboratory. Recommendation for Researchers: This study is one of the first to analyze the cognitive load-satisfaction relationship and compare it with usability scores. Impact on Society: Our analyses make an important contribution to the literature by suggesting a correlation analysis comparing the results of experimental and control groups that participated in this research work, in terms of usability and cognitive load-satisfaction. Future Research: Future work will also investigate other methodological aspects of instructional design with the aim to improve personalized learning and reinforce collaborative experiences, as well as to deal with problems related to laboratory access, such as authentication, scheduling, and interoperability.




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Utilizing Design Thinking to Create Digital Self-Directed Learning Environment for Enhancing Digital Literacy in Thai Higher Education

Aim/Purpose: To explore the effectiveness of utilizing the design thinking approach in developing digital self-directed learning environment to enhance digital literacy skills in Thai higher education. Background: To foster digital literacy skills in higher education, Thai students require more than access to technology. Emphasizing digital self-directed learning and incorporating Design Thinking approach, can empower students to learn and develop their digital skills effectively. This study explores the impact of digital self-directed learning environment, developed using a design thinking approach, on enhancing digital literacy skills among higher education students in Thailand. Methodology: The research methodology involves developing a digital self-directed learning environment, collecting and analyzing data, and using statistical analysis to compare the outcomes between different groups. The sample includes 60 undergraduate students from the School of Industrial Education and Technology at King Mongkut Institute of Technology, divided into a control group (n=30) and an experimental group (n=30). Data analysis involves mean, standard deviation, and one-way MANOVA. Contribution: This research contributes to the evidence supporting the use of Design Thinking in developing digital self-directed learning environment, demonstrating its effectiveness in meeting learners’ needs and improving learning outcomes in higher education. Findings: Key findings include: 1) the digital media and self-directed learning activities plan developed through the design thinking approach received high-quality ratings from experts, with mean scores of 4.87 and 4.93, respectively; and 2) post-lesson comparisons of learning outcome and digital literacy assessment scores revealed that the group utilizing digital media with self-directed learning activities had significantly higher mean scores than the traditional learning group, with a significance level of 0.001. Recommendations for Practitioners: Practitioners in higher education should use design thinking to develop digital self-directed learning environments that enhance digital literacy skills. This approach involves creating high-quality digital media and activities, promoting engagement and improved outcomes. Collaboration and stakeholder involvement are essential for effective implementation. Recommendation for Researchers: Researchers should continue to explore the effectiveness of design thinking approaches in the development of learning environments, as well as their influence on different educational aspects such as student engagement, satisfaction, and overall learning outcomes. Impact on Society: By enhancing digital literacy skills among higher education students, this study contributes to the development of a digitally skilled workforce, encourages lifelong learning, and aids individuals in effectively navigating the challenges of the digital era. Future Research: Future research could explore a broader range of student demographics and educational settings to validate the effectiveness of the Design Thinking approach in enhancing digital literacy. This could include integrating design thinking with alternative digital learning and teaching methods to further improve digital literacy.




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Crowdfunding on Patreon by YouTube sailing channels

This study is unique in how it looks at how crowdfunding on the recurring pledge platform Patreon is associated with the frequency of video creation. It analyses factors that make video creators on YouTube more likely to crowdfund on Patreon. It finds channels that upload more frequently, younger channels, channels with more subscribers and views per video, and channels that shared their Facebook pages were more likely to crowdfund on that platform.




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International Journal of Information Systems and Change Management




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Leveraging the internet of behaviours and digital nudges for enhancing customers' financial decision-making

Human behaviour, which is led by the human, emotional and occasionally fallible brain, is highly influenced by the environment in which choices are presented. This research paper explores the synergistic potential of the Internet of Behaviours (IoB) and digital nudges in the financial sector as new avenues for intervention while shedding light on the IoB benefits and the digital nudges' added value in these financial settings. Afterward, it proposes an IoB-Nudges conceptual model to explain how these two concepts would be incorporated and investigates their complementary relationship and benefits for this sector. Finally, the paper also discusses key challenges to be addressed by the IoB framework.




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Building the Hydra Together: Enhancing Repository Provision through Multi-Institution Collaboration

In 2008 the University of Hull, Stanford University and University of Virginia decided to collaborate with Fedora Commons (now DuraSpace) on the Hydra project. This project has sought to define and develop repository-enabled solutions for the management of multiple digital content management needs that are multi-purpose and multi-functional in such a way as to allow their use across multiple institutions. This article describes the evolution of Hydra as a project, but most importantly as a community that can sustain the outcomes from Hydra and develop them further. The data modelling and technical implementation are touched on in this context, and examples of the Hydra heads in development or production are highlighted. Finally, the benefits of working together, and having worked together, are explored as a key element in establishing a sustainable open source solution.




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Beyond The Low Hanging Fruit: Data Services and Archiving at the University of New Mexico

Open data is becoming increasingly important in research. While individual researchers are slowlybecoming aware of the value, funding agencies are taking the lead by requiring data be made available, and also by requiring data management plans to ensure the data is available in a useable form. Some journals also require that data be made available. However, in most cases, “available upon request” is considered sufficient. We describe a number of historical examples of data use and discovery, then describe two current test cases at the University of New Mexico. The lessons learned suggest that an instituional data services program needs to not only facilitate fulfilling the mandates of granting agencies but to realize the true value of open data. Librarians and institutional archives should actively collaborate with their researchers. We should also work to find ways to make open data enhance a researchers career. In the long run, better quality data and metadata will result if researchers are engaged and willing participants in the dissemination of their data.





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Exploring Change and Innovation by ICT Teaching Staff in the New Zealand Polytechnic Sector




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Challenge or Chaos: A Discourse Analysis of Women’s Perceptions of the Culture of Change in the IT Industry




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Contextual Factors and Administrative Changes




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Online Handwritten Character Recognition Using an Optical Backpropagation Neural Network




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What Can You Do To Virtually Teach Hands-on Skills?




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Strategies to Enhance Student Learning in a Capstone MIS Course




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Using Roles of Variables to Enhance Novice’s Debugging Work




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Curriculum Change and the Evolution of Postgraduate e-Business Subjects




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University Enhancement System using a Social Networking Approach: Extending E-learning




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Technology Enhanced Learning: Utilizing a Virtual Learning Environment to Facilitate Blended Learning




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Student Marketability: Enhancing Software Skills




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Timely Informing Clients of the Impact of Changes in Their Business Environment




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An Ad-Hoc Collaborative Exercise between US and Australian Students Using ThinkTank: E-Graffiti or Meaningful Exchange?




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An Enhanced Learning Environment for Institutions: Implementing i-Converge’s Pedagogical Model