Intelligent Learning Ecosystem of Information Technology Courses Oriented Skills Training

2021 ◽  
pp. 628-634
Author(s):  
Beibei Cao
2019 ◽  
Author(s):  
William TH Choi ◽  
Dan KS Yu ◽  
Terry Wong ◽  
Tella Lantta ◽  
Min Yang ◽  
...  

BACKGROUND Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. OBJECTIVE The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. METHODS In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). RESULTS Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (<i>P</i>=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t<sub>86</sub>=2.03, <i>P</i>=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. CONCLUSIONS Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.


Author(s):  
Ming-Ling Sher ◽  
Paul C. Talley ◽  
Ching-Wen Yang ◽  
Kuang-Ming Kuo

The employment of Electronic Medical Records is expected to better enhance health care quality and to relieve increased financial pressure. Electronic Medical Records are, however, potentially vulnerable to security breaches that may result in a rise of patients’ privacy concerns. The purpose of our study was to explore the factors that motivate hospital information technology staff’s compliance with Electronic Medical Records privacy policy from the theoretical lenses of protection motivation theory and the theory of reasoned action. The study collected data using survey methodology. A total of 310 responses from information technology staff of 7 medical centers in Taiwan was analyzed using the Structural Equation Modeling technique. The results revealed that perceived vulnerability and perceived severity of threats from Electronic Medical Records breaches may be used to predict the information technology staff’s fear arousal level. And factors including fear arousal, response efficacy, self-efficacy, and subjective norm, in their turn, significantly predicted IT staff’s behavioral intention to comply with privacy policy. Response cost was not found to have any relationship with behavioral intention. Based on the findings, we suggest that hospitals could plan and design effective strategies such as initiating privacy-protection awareness and skills training programs to improve information technology staff member’s adherence to privacy policy. Furthermore, enhancing the privacy-protection climate in hospitals is also a viable means to the end. Further practical and research implications are also discussed.


2020 ◽  
pp. 14-26

Sequel to the realisation that youths champion violence and militancy in the Niger Delta Region, and the resolution of Umar Musa Yar’Aduas’ government to end insecurity, militancy, and youth restiveness in the region, the amnesty programme was declared, with skills training as itsmajor component.This study examined the relationship between amnesty programmes and skills training among ex-militants in the Niger Delta Region, Nigeria. The study used a cross-sectional survey research design. Questionnaires were distributed to 1152 participants purposively selected from communities in Rivers, Delta, and Bayelsa states. Elicited data were analysed using a simple linear statistical tool.The findings of the study revealthat amnesty programmes significantly enabled ex-militant to acquired skills in pipeline installation and repairs. It also showsthat amnesty programmes have apositive impact on the ex-militant acquisition of information technology skills. Further resultindicatesthat there is a significant relationship between amnesty programmes and ex-militant acquisition of automobile servicing skills.The study,therefore,concluded on the need for beneficiaries of the amnesty skills training to be supervised by experts in their field and should be provided with professional advice that would help build their confidence in their chosen career.


2020 ◽  
Vol 10 (1) ◽  
pp. 88
Author(s):  
Cheyvuth Seng ◽  
May Kristine Jonson Carlon ◽  
Jeffrey Scott Cross

This paper aims to assess the effectiveness of research self-efficacy short-term information technology (IT) skills training intervention administered to 3rd year and 4th year undergraduate students at three provincial Cambodian universities. The training intervention was conducted at the universities' computer centers where the internet could be accessed. The training lasted three weeks for 60 hours in total and covered topics such as using statistical analysis software, Massive Open Online Courses (MOOCs), and referencing software. The participants were 461 undergraduate students at universities during the 2018 academic year. The survey method used for this study was based on the “Research Self-Efficacy Scale” by Phillips and Russell (1994), which was administered before and after the training. The research used descriptive statistics and paired sample t-test for data analysis. The findings of the study revealed that the participants’ research self-efficacy perceptions increased after conducting the intervention. The results showed that there was a significant increase in mean score after intervention based upon a 5-point scale from 2.10 (SD = 0.68) before the intervention to 3.57 (SD = 0.54) afterward. These findings suggest that IT training intervention is beneficial for undergraduate students at provincial universities in Cambodia resulting in an improvement in research self-efficacy.


1996 ◽  
Vol 20 (7) ◽  
pp. 391-394 ◽  
Author(s):  
Peter Haddad ◽  
Francis Creed

Newly appointed consultants in general adult and old age psychiatry were asked to rate how well their senior registrar (SR) training had prepared them for their first year's work as consultants. Training in 39 specific skills was assessed, 14 were rated poorly. In general terms SR training appeared satisfactory in four areas (clinical skills, teaching, research, working with groups) but deficient in three areas (general management, personal management, information technology). SR study days, courses, consultant supervision and ‘hands-on’ experience are all potential ways of improving training in these areas. Audit is necessary to ensure such changes are effective.


2019 ◽  
Vol 6 (2) ◽  
pp. 101
Author(s):  
Yasser A. Djawad ◽  
Hendra Jaya ◽  
Saliruddin Saliruddin ◽  
Supriadi Supriadi

The output target to be achieved is to increase the awareness and empathy of students to the problems of the community in Salemba Village, Ujung Loe District, Bulukumba Regency especially the students of SMKN 3 Bulukumba, so that there is a change in the behavior of students and students of SMK 3 Bulukumba in addressing the importance of attitude, skills training, and adaptation strategies in dealing with disasters, which in turn can empower the community in knowledge, so that the community will actually become more understanding and 2. skillful in dealing with disasters; 3. Overcoming the problems faced by communities around the village in Ujung Loe District, Bulukumba Regency through training in attitudes, skills and adaptation strategies in dealing with disasters; 4. Students have the ability to compile programs and implement KKN-PPM programs with detailed planning for one month; 5. Students can collaborate with Bulukumba 3 SMKN Students through a training program. Based on the results of the implementation of the training and dissemination of disaster mitigation at SMKN 3 Bulukumba, it can be concluded as follows: 1) Increased skills and knowledge of SMKN 3 Bulukumba students towards the creation and application of IoT-based flood detection information technology; 2) increasing awareness of SMK 3 Bulukumba students will protect the environment from the dangers of flooding; 3) increasing knowledge of SMK 3 Bulukumba students about disaster response attitudes.


10.2196/14865 ◽  
2020 ◽  
Vol 22 (7) ◽  
pp. e14865
Author(s):  
William TH Choi ◽  
Dan KS Yu ◽  
Terry Wong ◽  
Tella Lantta ◽  
Min Yang ◽  
...  

Background Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. Objective The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. Methods In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). Results Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (P=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t86=2.03, P=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. Conclusions Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.


2021 ◽  
Author(s):  
Kristen Csenkey ◽  
Bruno Perron

The Canadian Arctic cyber domain is set to rapidly expand in the next decade with emerging security vulnerabilities that would benefit from a multi-stakeholder Arctic Cyber Security Ecosystem. Great power competition will affect the Arctic as the United States, Russia, and now China seek to influence the resource rich region. Cyber is not only a matter of defence, but it is interconnected with education and economic development. The threat of disinformation is an example of how new ways of warfare can impact Canada through the Arctic. Cyber capacity building (CCB) could include domestic cyber education, skills training, and investment in scientific and technical (S&amp;T) and information technology (IT) infrastructure. A focus on CCB would need to foster growth of resources available to territorial governments and local communities, hardening the region’s cyberspace and support incident response to malicious cyber actor activity. Information technology security (ITSEC) resources need to be combined with community-based media literacy and critical thinking education programs to increase the region’s resilience to malign influence.


2019 ◽  
Vol 3 (2) ◽  
pp. 195-203
Author(s):  
Sri Wahyuni ◽  
Welda Mudiar ◽  
Andyni Yulfanis Aulia Masrifa

From their developments, food stalls, especially those in DKI Jakarta, experienced very rapid growth. The increasing number of businesses in the culinary field provides the consumers with many choices. For soup fans in Jakarta, one alternative is Jabet Sop. In one area in Kemayoran Subdistrict, Serdang District, there are several SMEs and one of them is Jabet Sop. Perbanas IKPIA, in collaboration with the DKI Jakarta Department of Industry and Energy, provided training for SMEs in making financial reports and simple bookkeeping and building adequate business facilities and infrastructure. This method of community-empowerment activities was carried out through training and mentoring programs and resolving ongoing problems by providing entrepreneurial motivation and managerial skills training, training in the use of information technology for marketing. After the training, Jabet Sop has been able to market their product through social media namely IG, become a merchant of both GrabFood and GoFood, provide decent facilities and infrastructure such as tables, and prepare financial statements and bookkeeping.


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