The predictive influence of headteachers’ task-oriented managerial leadership behaviours on teachers’ retention intentions in Ghana

2017 ◽  
Vol 46 (6) ◽  
pp. 908-925 ◽  
Author(s):  
Stanley KM Semarco ◽  
Seokhee Cho

The study examined if significant dynamic and reciprocal relationships exist among the task-oriented managerial behaviours of headteachers, and how these behaviours specifically and jointly influence teachers’ retention intention. Out of the multistage sampled 350 schools, suitable questionnaires from 279 schools representing 558 questionnaires filled by teachers provided data on 279 headteachers. The analysis showed that headteachers’ problem-solving behaviour, clarifying behaviour and monitoring operations behaviour influenced their planning activities as leaders. The planning behaviour significantly predicted retention intention and had a significant mediating effect on the relationships between clarifying, monitoring, and problem- solving behaviours on one hand and teachers’ retention intention on the other. The implications of the study’s findings and future research directions are discussed.

Author(s):  
Steven Walczak

Artificial intelligence is the science of creating intelligent machines. Human intelligence is comprised of numerous pieces of knowledge as well as processes for utilizing this knowledge to solve problems. Artificial intelligence seeks to emulate and surpass human intelligence in problem solving. Current research tends to be focused within narrow, well-defined domains, but new research is looking to expand this to create global intelligence. This chapter seeks to define the various fields that comprise artificial intelligence and look at the history of AI and suggest future research directions.


Author(s):  
Sajid Nisar ◽  
Osman Hasan

Minimally Invasive Surgery (MIS) has revolutionized the world of surgery. On one hand it offered many revolutionary advantages, on the other hand it proved to be a tedious and sophisticated technique for surgeons. Telesurgical robotics came forward to assist surgeons and made surgeries even further innovative, safer and efficacious. Kinematics - a fundamental and foremost design step - acts as the lynchpin of performance of a surgical robot. It plays a decisive role and defines the capabilities and viability of a robot vis-à-vis its application. This chapter tries to understand the kinematic design approaches in practice so far and discusses their features and potential shortcomings. Some of the notable kinematic structures are explained in detail and an all-inclusive consideration to the kinematic aspects of the existing designs has been given. Based on the key challenges identified, possible solutions are suggested which is followed by future research directions and conclusion.


Author(s):  
Steven Walczak

Artificial intelligence is the science of creating intelligent machines. Human intelligence is comprised of numerous pieces of knowledge as well as processes for utilizing this knowledge to solve problems. Artificial intelligence seeks to emulate and surpass human intelligence in problem solving. Current research tends to be focused within narrow well-defined domains, but new research is looking to expand this to create global intelligence. This chapter seeks to define the various fields that comprise artificial intelligence and look at the history of AI and suggest future research directions.


Author(s):  
Gehao Lu ◽  
Joan Lu

This chapter provides the book's summary and conclusion on the neural trust in multi-agent systems. It also discusses possible future research directions in the field. The other chapters that make up this book collectively discuss ontology and big data.


Author(s):  
Sajid Nisar ◽  
Osman Hasan

Minimally invasive surgery (MIS) has revolutionized the world of surgery. On one hand, it offered many revolutionary advantages; on the other hand, it proved to be a tedious and sophisticated technique for surgeons. Telesurgical robotics came forward to assist surgeons and made surgeries even further innovative, safer, and efficacious. Kinematic—a fundamental and foremost design step—acts as the lynchpin of performance of a surgical robot. It plays a decisive role and defines the capabilities and viability of a robot vis-à-vis its application. This chapter tries to understand the kinematic design approaches in practice so far and discusses their features and potential shortcomings. Some of the notable kinematic structures are explained in detail, and an all-inclusive consideration to the kinematic aspects of the existing designs has been given. Based on the key challenges identified, possible solutions are suggested, which is followed by future research directions and conclusion.


2011 ◽  
Vol 1 (3) ◽  
pp. 16-29 ◽  
Author(s):  
Monica Evans ◽  
Erin Jennings ◽  
Michael Andreen

Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and engagement in educational games, and can serve as a self-assessing tool for both students and teachers. Achievements may also be utilized as a way to measure things that have been traditionally difficult to measure, such as creativity, curiosity, and the nuances of problem-solving ability. This article proposes a structure for categorizing achievements in relation to assessment, and discusses future research directions for achievements as measures of assessment for educational games. The article covers both traditional and non-traditional measures of assessment as they relate to gaming achievement systems, as well as the psychological aspects of achievements and player behavior, good design principles for learning assessment achievements, and potential for achievements as an additional measure of motivational engagement by students.


ARTis ON ◽  
2016 ◽  
pp. 42-53
Author(s):  
Ana Raquel Machado ◽  
Rosário Salema de Carvalho

The present article is the result of an ongoing research project and aims to draw attention to simulated azulejo frames. On the one hand, these decorative elements isolate the compositions, closing them in on themselves. On the other hand, simulated azulejo frames help integrate with the tile decoration they are part of, which in turn is part of a global decorative system in line with the concept of artistic totality typical of the Baroque period. This article will examine the various solutions that resort to this kind of frame, known as canvas-frame, including decorative elements, plastic compositions and their effects or consequences for the overall decorations. Finally, the focus will turn to future research directions, based on the systematic cataloguing of the known examples.


Author(s):  
Matthias Baldauf ◽  
Peter Fröhlich

Today's smartphones provide the technical means to serve as interfaces for public displays in various ways. Even though recent research has identified several approaches for mobile-display interaction, inter-technique comparisons of respective methods are scarce. In this chapter, the authors present an experimental user study on four currently relevant mobile-display interaction techniques (‘Touchpad', ‘Pointer', ‘Mini Video', and ‘Smart Lens'). The results indicate that mobile-display interactions based on a traditional touchpad metaphor are time-consuming but highly accurate in standard target acquisition tasks. The direct interaction techniques Mini Video and Smart Lens had comparably good completion times, and especially Mini Video appeared to be best suited for complex visual manipulation tasks like drawing. Smartphone-based pointing turned out to be generally inferior to the other alternatives. Finally, the authors introduce state-of-the-art browser-based remote controls as one promising way towards more serendipitous mobile interactions and outline future research directions.


Author(s):  
Christopher L. Tucci ◽  
Allan Afuah ◽  
Gianluigi Viscusi

Partly fueled by the pervasiveness of information technologies that facilitate the broadcasting of problems to crowds, and by anecdotal examples of phenomenally high-value solutions from outsourcing some problems to crowds, growth in the research and practice of crowdsourcing for problem solving has been remarkable. Research streams have been emerging in different disciplines. In this introduction to the volume, we introduce twelve chapters by scholars—from different disciplines—who explore interesting topics from some of these emerging research streams. The chapters fall into different groups distinguished by whether value is created and captured via tournament-based, collaboration-based, or hybrid crowdsourcing activities. We also offer future research directions and conclusions.


Author(s):  
Monica Evans ◽  
Erin Jennings ◽  
Michael Andreen

Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and engagement in educational games, and can serve as a self-assessing tool for both students and teachers. Achievements may also be utilized as a way to measure things that have been traditionally difficult to measure, such as creativity, curiosity, and the nuances of problem-solving ability. This article proposes a structure for categorizing achievements in relation to assessment, and discusses future research directions for achievements as measures of assessment for educational games. The article covers both traditional and non-traditional measures of assessment as they relate to gaming achievement systems, as well as the psychological aspects of achievements and player behavior, good design principles for learning assessment achievements, and potential for achievements as an additional measure of motivational engagement by students.


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