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Nature, History, Redemption - Nativity 2006




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The Cross: Our Healing, Victory, and Peace

Fr. Pat's homily delivered on the Sunday of the Holy Cross, 2008.




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Historical Claims, Their Interpretation, and the History of Salvation

A homily on 1 Corinthians 15:1-11, given on August 26, 2012.




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Abraham: History, Theology, Morality

Paul tells us in Galatians that if you belong to Christ, then you are Abraham's seed. In this homily from 2016, Fr. Pat takes a closer look at Abraham, considering historical fact, theological truth, and moral responsibility. The text is Galatians 3:23-4:5.




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So, What's Your Story? (featuring Christian Gonzalez)

Our lives are chapters in a greater story. What part are you playing: the all-star athlete, the Greek American, the top of your class? What about the disciple of Christ? This week, let's refocus our lives in God's story, the greater story of salvation.




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This Week in American Orthodox History (March 5-11)

Matthew discusses Archbishop Arseny of Winnipeg, the first Orthodox chapel in Oregon, the first All-American Sobor, the funeral of St. Raphael Hawaweeny, and the life of the early Greek priest Fr. Kallinikos Kanellas.




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This Week in American Orthodox History (March 12-18)

Matthew discusses Philip Ludwell III, St. Alexis Toth, Archimandrite Theoclitos Triantafilides, and others.




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This Week in American Orthodox History (March 19-23)

In this episode, Matthew discusses, among other things, some influential early convert priests, the Romanian Bishop Polycarp Morusca, a 1940s attempt at jurisdictional unity, and the renowned church historian Jaroslav Pelikan.




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This Week in American Orthodox History (June 4-8)

This week, Matthew Namee and new co-host Aram Sarkisian discuss, among other things, the Russian Mission in North America, the consecration of Bishop Arseny of Winnipeg, three fascinating early parish priests, and the time Jimmy Carter awarded Archbishop Iakovos the Presidential Medal of Freedom.




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The ‘Ship It’ Manifesto: How to get your content assets out of Marketing Purgatory

Where do unshipped marketing assets go when they die? We imagine a place called Marketing Purgatory. It’s a gloomy world where unused ads, landing pages and email campaigns mope around, waiting for the day they’ll finally launch. Sadly, it’s a day that will never come. Some of these assets were killed by zealous CEOs. Others […]

The post The ‘Ship It’ Manifesto: How to get your content assets out of Marketing Purgatory appeared first on Coaching and training to scale your copywriting business, plus programs for new copywriters, startups, and marketers.




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Story: Xooglers, Google's former Marketing Director tells his story

Some great stories about Google's early days, with more to come.




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Will cloud hang over Sinner's US Open victory?

In the build-up to the US Open, eventual men's champion Jannik Sinner was cleared of fault or negligence over two failed doping tests. Yet questions remain over the case.




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York beat Saints to make history by retaining title

Watch highlights as York Valkyrie make history by beating St Helens to become the first club to retain the Women's Super League title.




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Highlights: Wigan complete clean sweep with Grand Final victory

Wigan Warriors become the first side in the Super League era to win all four trophies in a single season, beating Hull KR in a tight Grand Final at Old Trafford.




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Scrum V's rugby history

All the Welsh captains, coaches and a host of stats and results for rugby in Wales.




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Thomas' Wales call-up a Gloucester 'success story'

Gloucester lock Freddie Thomas' call-up to the Wales squad is a "real success story" for the club, says boss George Skivington.




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Wrexham's black football pioneer with a story worthy of Hollywood

The remarkable story of how Steve Stacey made black football history with Wrexham and found his GI father in the Deep South.




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Grieving in isolation: A Covid widow's story

Jean Sewell's husband died a few days before England's first lockdown leaving her to grieve alone.




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Do you have a story to share with BBC News?

What stories would you like BBC News to cover in the Highlands and Islands?




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The Irish-language history hidden in Belfast's attics

A project invoving schoolchildren aims to present the story of Irish language revival in Belfast.




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Do you have a story to share with BBC News?

Get in touch with journalists in Edinburgh, Fife and the east of Scotland with your story ideas.




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Do you have a story to share with BBC News?

What stories would you like BBC News to cover in NE Scotland, Orkney and Shetland?




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Do you have a story to share with BBC News?

What stories would you like BBC News to cover in Tayside and Central Scotland?




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Do you have a story to share with BBC News?

Get in touch with BBC News journalists in Dumfries and Galloway and the Scottish Borders.




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The Global Story

How US policy could change from international security to the global economy




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Northern lights or a tomato factory?

Should have gone to....




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'Bringing history to life' through 3D laser scanning

Buildings that are normally inaccessible can now be explored virtually using smartphones.




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Steelers braced for 'biggest night' in history

Sheffield Steelers will take on German champions Eisbären Berlin at Sheffield Arena.




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Brewers end barren run to sip sweet taste of victory

Defender Ryan Sweeney says it was "about time" Burton registered a League One victory as they ended a 13-match winless start to the season on Saturday.




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Story of Sikh soldiers 'needs to be continued'

A historian says he hopes to educate youngsters about Sikh soldiers who have fought for the UK.




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The American writing the Thames Valley's history

Jim Donahue is writing and photographing the Thames Valley's life and history.




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The story behind Digbeth's Peaky Blinders mural

Brummie painter tells Radio WM how Stephen knight came to commission his artwork




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The long, promising (and frustrating) history of Microsoft’s consumer file sync services

Live Drive, SDrive, Project M, Folders, FolderShare, Windows Live Sync, Live Mesh, SkyDrive, OneDrive. Yes, Microsoft has been at this file syncing game for a long time. The company bought FolderShare back in November of 2005, and has been …




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Trafalgar Square Christmas Tree 2024: Where's It From? What's Its History? When Is The Switch-On?

Spruce up on your arboreal knowhow.




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Why Mercedes put ‘a reminder of joy and pain’ on display in their factory lobby | Formula 1

Mercedes have put the car from Lewis Hamilton's controversial 2021 championship defeat on display in the lobby at their factory.




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Let Me Tell You a Story - On How to Build Process Models

Process Modeling has been a very active research topic for the last decades. One of its main issues is the externalization of knowledge and its acquisition for further use, as this remains deeply related to the quality of the resulting process models produced by this task. This paper presents a method and a graphical supporting tool for process elicitation and modeling, combining the Group Storytelling technique with the advances of Text Mining and Natural Language Processing. The implemented tool extends its previous versions with several functionalities to facilitate group story telling by the users, as well as to improve the results of the acquired process model from the stories.





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




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Technology-based Participatory Learning for Indigenous Children in Chiapas Schools, Mexico




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An Exploratory Study on Using Wiki to Foster Student Teachers’ Learner-centered Learning and Self and Peer Assessment




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A Critical Analysis of Active Learning and an Alternative Pedagogical Framework for Introductory Information Systems Courses




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Teaching an Introductory Programming Language in a General Education Course




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Using Autobiographical Digital Storytelling for the Integration of a Foreign Student in the School Environment. A Case Study

Immigrant students face a multitude of problems, among which are poor social adaptation and school integration. On the other hand, although digital narrations are widely used in education, they are rarely used for aiding students or for the resolution of complex problems. This study exploits the potential of digital narrations towards this end, by examining how the development and presentation of an autobiographical digital narration can assist immigrant students in overcoming their adaptation difficulties. For that matter, a female student presenting substantial problems was selected as the study’s subject. Data was collected from all the participating parties (subject, teacher, classmates) using a variety of tools, before, during, and after the intervention. It was found that through the digital narration she was able to externalize her thoughts and feelings and this, in turn, helped her in achieving a smoother integration in the school environment. In addition, the attitudes and perceptions of the other students for their foreign classmate were positively influenced. The intervention was short in duration and it did not require special settings. Hence, it can be easily applied and educators can consider using similar interventions. On the other hand, further research is recommended to establish the generalizability of the study’s findings.




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Introductory Information Systems Course Redesign: Better Preparing Business Students

Aim/Purpose: The dynamic nature of the information systems (IS) field presents educators with the perpetual challenge of keeping course offerings current and relevant. This paper describes the process at a College of Business (COB) to redesign the introductory IS course to better prepare students for advanced business classes and equip them with interdisciplinary knowledge and skills demanded in today’s workplace. Background: The course was previously in the Computer Science (CSC) Department, itself within the COB. However, an administrative restructuring resulted in the CSC department’s removal from the COB and left the core course in limbo. Methodology: This paper presents a case study using focus groups with students, faculty, and advisory council members to assess the value of the traditional introductory course. A survey was distributed to students after implementation of the newly developed course to assess the reception of the course. Contribution: This paper provides an outline of the decision-making process leading to the course redesign of the introductory IS course, including the context and the process of a new course development. Practical suggestions for implementing and teaching an introductory IS course in a business school are given. Findings: Focus group assessment revealed that stakeholders rated the existing introductory IS course of minimal value as students progressed through the COB program, and even less upon entering the workforce. The findings indicated a complete overhaul of the course was required. Recommendations for Practitioners: The subject of technology sometimes requires more than a simple update to the curriculum. When signs point to the need for a complete overhaul, this paper gives practical guidance supplemented with relevant literature for other academicians to follow. Recommendation for Researchers: Students are faced with increasing pressure to be proficient with the latest technology, in both the classroom where educators are trying to prepare them for the modern workplace, as well as the organization which faces an even greater pressure to leverage the latest technology. The newly designed introductory IS course provides students, and eventually organizations, a better measure of this proficiency. Future Research: Future research on the efficacy of this new course design should include longitudinal data to determine the impact on graduates, and eventually the assessment of those graduates’ performance in the workplace.




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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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Redesigning an Introductory Programming Course to Facilitate Effective Student Learning: A Case Study

Aim/Purpose: This study reports the outcome of how a first pilot semester introductory programming course was designed to provide tangible evidence in support of the concept of Student Ownership of Learning (SOL) and how the outcomes of this programming course facilitate effective student learning. Background: Many instructors want to create or redesign their courses to strengthen the relationship between teaching and learning; however, the researchers of this study believe that the concept of Student Ownership of Learning (SOL) connects to student engagement and achievement in the classroom setting. The researchers redesigned the introductory programming course to include valuable teaching methods to increase Student Ownership of Learning and constructive approaches such as making students design an authentic mobile app project as individuals, partners, or within teams. The high quality of students’ projects positioned them as consultants to the university IT department. Methodology: This paper employs a case study design to construct a qualitative research method as it relates to the phenomenon of the study’s goals and lived experiences of students in the redesigned introductory programming course. The redesigned course was marketed to students as a new course with detailed description and elements that were different from the traditional computer science introductory programming course requirement. The redesigned introductory programming course was offered in two sections: one section with 14 registered students and the other section with 15 registered students. One faculty member instructed both sections of the course. A total of 29 students signed up for the newly redesigned introductory programming course, more than in previous semesters, but two students dropped out within the first two weeks of the redesigned course making a total of 27 students. The redesigned coursework was divided into two parts of the semester. The first part of the semester detailed description and elements of the coursework including a redesigned approach with preparation for class, a quiz, and doing homework in class, which gives students control of decisions whenever possible; and working with each other, either with a partner or in a team. The second part of the semester focuses on students designing a non-trivial working mobile app and presenting their developing mobile app at a significant public competition at the end of the semester. Students developed significantly complex mobile apps and incorporated more complex functionality in their apps. Both Management Information System (MIS) major students and Computer Science major students were in the same course despite the fact that MIS students had never taken a programming course before; however, the Computer Science students had taken at least one course of programming. Contribution: This study provides a practical guide for faculty members in Information Technology programs and other faculty members in non-Computer Science programs to create or redesign an introductory course that increases student engagement and achievement in the classroom based on the concept of Student Ownership of Learning (SOL). This study also deepens the discussion in curriculum and instruction on the value to explore issues that departments or programs should consider when establishing coursework or academic programs. Findings: This study found two goals evidently in support to increase Student Ownership of Learning (SOL). The first goal (Increase their ownership of learning SOL) showed that students found value in the course contents and took control of their learning; therefore, the faculty no longer had to point out how important different programming concepts were. The students recognized their own learning gap and were excited when shown a programming concept that addressed the gap. For example, student comments were met with “boy, we can really use this in our app” instead of comments about how complex they were. The coursework produced a desired outcome for students as they would get the knowledge needed to make the best app that they could. The second goal (Develop a positive attitude toward the course) showed positive results as students developed a more positive attitude towards the course. Student actions in the classroom strongly reflected a positive attitude. Attendance was almost 100% during the semester even though no points for attendance were given. Further evidence of Student Ownership of Learning and self-identity was students’ extensive use of the terminology and concept of the course when talking to others, especially during the public competition. Students were also incorporating their learning into their identities. For example, teams became known by their app such as the Game team, the Recipe team, and the Parking team. One team even made team t-shirts. Another exciting reflection of the Student Ownership of Learning which occurred was the learning students did by themselves. Recommendations for Practitioners: Practitioners can share best practices with faculty in different departments, programs, universities, and educational consultants to cultivate the best solution for Student Ownership of Learning based on student engagement and achievement in the classroom setting. Recommendation for Researchers: Researchers can explore different perspectives with scholars and practitioners in various disciplinary fields of study to create or redesign courses and programs to reflect Student Ownership of Learning (SOL). Impact on Society: Student Ownership of Learning is relevant for faculty and universities to incorporate in the creation or redesigning of coursework in academic programs. Readers can gain an understanding that student engagement and achievement are two important drivers of Student Ownership of Learning (SOL) in the classroom setting. Future Research: Practitioners and researchers could follow-up in the future with a study to provide more understanding and updated research information from different research samples and hypotheses on Student Ownership of Learning (SOL).




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Towards Understanding Information Systems Students’ Experience of Learning Introductory Programming: A Phenomenographic Approach

Aim/Purpose: This study seeks to understand the various ways information systems (IS) students experience introductory programming to inform IS educators on effective pedagogical approaches to teaching programming. Background: Many students who choose to major in information systems (IS), enter university with little or no experience of learning programming. Few studies have dealt with students’ learning to program in the business faculty, who do not necessarily have the computer science goal of programming. It has been shown that undergraduate IS students struggle with programming. Methodology: The qualitative approach was used in this study to determine students’ notions of learning to program and to determine their cognitive processes while learning to program in higher education. A cohort of 47 students, who were majoring in Information Systems within the Bachelor of Commerce degree programme were part of the study. Reflective journals were used to allow students to record their experiences and to study in-depth their insights and experiences of learning to program during the course. Using phenomenographic methods, categories of description that uniquely characterises the various ways IS students experience learning to program were determined. Contribution: This paper provides educators with empirical evidence on IS students’ experiences of learning to program, which play a crucial role in informing IS educators on how they can lend support and modify their pedagogical approach to teach programming to students who do not necessarily need to have the computer science goal of programming. This study contributes additional evidence that suggests more categories of description for IS students within a business degree. It provides valuable pedagogical insights for IS educators, thus contributing to the body of knowledge Findings: The findings of this study reveal six ways in which IS students’ experience the phenomenon, learning to program. These ways, referred to categories of description, formed an outcome space. Recommendations for Practitioners: Use the experiences of students identified in this study to determine approach to teaching and tasks or assessments assigned Recommendation for Researchers: Using phenomenographic methods researchers in IS or IT may determine pedagogical content knowledge in teaching specific aspects of IT or IS. Impact on Society: More business students would be able to program and improve their logical thinking and coding skills. Future Research: Implement the recommendations for practice and evaluate the students’ performance.




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Crafting Digital Micro-Storytelling for Smarter Thai Youth: A Novel Approach to Boost Digital Intelligent Quotient

Aim/Purpose: To conduct a needs assessment and subsequently create micro-storytelling media aimed at enhancing the Digital Intelligence Quotient (DQ) skills of young individuals. Background: In today's digital society, DQ has emerged as a vital skill that elevates individuals in all aspects of life, from daily living to education. To empower Thai youth, this study seeks to innovate DQ content by adapting it into a digital format known as micro-storytelling. This unique approach combines the art of storytelling with digital elements, creating engaging and effective micro-learning media Methodology: The methodology comprises three phases: 1) assessing the need for digital micro-storytelling development; 2) developing digital micro-storytelling; and 3) evaluating the DQ skills among young individuals. The sample group consisted of 55 higher education learners for needs assessment and 30 learners in the experiment group. Data analysis involves PNI modified, mean, and standard deviation. Contribution: This research contributes by addressing the urgent need for DQ skills in the digital era and by providing a practical solution in the form of digital micro-storytelling, tailored to the preferences and needs of Thai youth. It serves as a valuable resource for educators and policymakers seeking to empower young learners with essential digital competencies. Findings: The findings demonstrate three significant outcomes: 1) The learners wanted to organize their own learning experience with self-paced learning in a digital landscape, and they preferred digital media in the form of video. They were most interested in developing DQ to enhance their understanding of digital safety, digital security, and digital literacy; 2) according to a consensus of experts, digital micro-storytelling has the greatest degree of quality in terms of its development, content, and utilization, with an overall average of 4.86; and 3) the overall findings of the assessment of DQ skills indicate a favorable level of proficiency. Recommendations for Practitioners: Align materials with micro-learning principles, keeping content concise for effective knowledge retention. Empower students to personalize their digital learning and promote self-paced exploration based on their interests. Recommendation for Researchers: Researchers should continuously assess and update digital learning materials to align with the evolving digital landscape and the changing needs of students and investigate the long-term effects of DQ improvement, especially in terms of online safety and digital literacy in students' future lives and careers. Impact on Society: This study's impact on society is centered around fostering a DQ, promoting innovative educational approaches, and elevating Thai youth with essential digital skills. It contributes to a safer, more informed, and digitally literate generation prepared for the challenges of the digital era. Future Research: Undertake comparative studies to analyze the effectiveness of different digital learning formats and methodologies. Comparing micro-storytelling with other approaches can help identify the most efficient and engaging methods for enhancing DQ.




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Identification of badminton players' swinging movements based on improved dense trajectory algorithm

Badminton, as a fast and highly technical sport, requires high accuracy in identifying athletes' swing movements. Accurately identifying different swing movements is of great significance for technical analysis, coach guidance, and game evaluation. To improve the recognition accuracy of badminton players' swing movements, this text is based on an improved dense trajectory algorithm to improve the accuracy of recognising badminton players' swing movements. The features are efficiently extracted and encoded. The results on the KTH, UCF Sports, and Hollywood2 datasets demonstrated that the improved algorithm achieved recognition accuracy of 94.2%, 88.2%, and 58.3%, respectively. Compared to traditional methods, the innovation of research lies in optimised feature extraction methods, efficient algorithm design, and accurate action recognition. These results provide new ideas for the research and application of badminton swing motion recognition.




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Effective inventory management among Malaysian SMEs in the manufacturing sector towards organisational performance

In several manufacturing firms, inventory constitutes most of the current assets, and this underscores the importance of inventory management as a fundamental issue for the majority of the firms irrespective of their sizes. Therefore, the purpose of this research is to assess the factors that influence the effectiveness of inventory management of Malaysian SMEs in the manufacturing sector. The study employs PLS-SEM technique to test the hypotheses. The main findings show that documentation and records, inventory control system and qualified personnel have positive effects on effective inventory management of Malaysian SMEs in the manufacturing sector. The study also reveals that effective inventory management has a mediating effect on the relationship between documentation and records, inventory control system, qualified personnel and organisational performance. Therefore, the study recommends that Malaysian SMEs in the manufacturing sector should improve their approaches to embracing effective inventory management practices in order to enhance organisational performance.