The microcomputer scientific software series 3: general linear model--analysis of variance.

1985 ◽  
Author(s):  
Harold M. Rauscher
Author(s):  
G. Molale ◽  
M. A. Antwi ◽  
J. N. Lekunze ◽  
U. Luvhengo

The purpose of this experiment was to evaluate the behavioural response of Boer goats and Tswana goats to successive handling. Boer goats and Tswana goats were subjected to aging and tail restrain during handling. Behavioural response was recorded through the vocalisation score (VS), crush score (CS), flight speed (FS), and flight time (FT) scores twice a week for eight weeks. A total of thirty six Boer goats and Tswana goats were used in this experiment. The results indicated that the Tswana goats were the most temperament (p < 0.05) and Boer goats were the calmest. Behavioural scores significantly increased throughout the experiment.


Author(s):  
KDV Prasad ◽  
Mruthyanjaya Rao Mangipudi

This paper presents An outcome of gamification interventions in higher educational institutes to enhance the engagement of the teaching staff, the academicians. The academicians' engagement is an important component to enhance learning and timely course completion and for excellent student outcomes. In the recent past the gamification being used as a beneficial strategy in several areas such as business, education, e-learning, research and development and behavioral change of employees. The authors have applied gamification interventions on Academicians of Engineering colleges around Hyderabad to see the effect of gamification on academician's motivation, engagement, loyalty, dedication to the organization, and turnover. A group of 150 academicians, the teaching staff were tested using before gamification and post-gamification survey instruments, a questionnaire. The reliability of the survey instrument assessed measuring Cronbach-alpha statistics, descriptive statistics, and General Linear Model analysis was carried out to predict the influence of gender and academician’s gamification choices on study variables. The post-gamification results reveal a statistically significant influence on motivation, engagement, whereas gamification intervention is a not good predictor of employee turnover and loyalty. The results from the General Linear Model analysis indicate the use of games in non-game context immensely motivates the employees and academicians inclined towards quests and challenges.


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