scholarly journals The Use of Virtual Reality in Geo-Education

Author(s):  
Nurzhanat Dalelovna Shakirova ◽  
Nidal Al Said ◽  
Svetlana Mihailovna Konyushenko

The paper discusses the technological capabilities of virtual reality (VR) in the field of education as a highly developed form of computer modeling. VR is con-sidered to be able to revolutionize the education field since it provides better en-gagement in learning activities than other teaching methods. In order to study the impact of VR technology on ensuring the quality of e-learning, an experiment is conducted during the Physical Geography online course. The current research in-volves 60 third-year students from the Abai Kazakh National Pedagogical Uni-versity, Moscow Pedagogical State University, and Ajman University. All the re-spondents were divided into two groups. The training of the first group is under-gone through distance learning in the Moodle e-learning system, while the educa-tional process of the second is supplemented with the technological capabilities of the latest VR services (Google Earth, Apple Maps, My Way VR, The VR Muse-um of Fine Art). During the study, students’ subjective assessment of the training is performed according to the basic, expected, and desirable criteria. The exami-nation is carried out in two stages - before and after the course. At the first stage of the assessment, the use of VR corresponds to the desired quality of the educa-tional product. However, after the course and the acquiring of virtual experience, the transfer of the students' desired training criteria into the expected can be ob-served. This indicates a high degree of adaptability of VR technology in educa-tion as well as an increase in the respondents' requirements against the quality of subsequent training courses. Consequently, a significant impact of immersive technology's evolution on the demands on the e-learning quality can be noted.

Author(s):  
Regina Vidya Trias Novita

Kesehatan remaja saat pandemik ini kurang mendapat perhatian, baik karena sistem pembelajaran yang sudah berubah. Siswa dan siswi cenderung untuk melakukan pembelajaran melalui online di rumah yang membuat keterbatasan gerak setiap harinya. Dampak dari hal tersebut salah satunya adalah pada Kesehatan reproduksi remaja putri khususnya adalah dysmenore atau nyeri saat menstruasi meningkat. Tujuan kegiatan ini adalah pencegahan dan menurunkan intensitas nyeri, diperlukan untuk meningkatkan kualitas hidup para remaja putri di SMA Negeri I Singkawang. Melakukan program dengan pendampingan senam dysmenore melalui pelajaran Kesehatan jasmani atau olah raga selama satu bulan. Kegiatan diawali dengan penyuluhan Kesehatan reproduksi kepada remaja putri 63 siswi dan pendampingan melakukan senam dymenore minimal dua kali sebelum menstruasi berikutnya. Hasil pendampingan didapatkan dari 63 siswi, tingkat pengetahuan naik 80% dan penurunan tingkat nyeri sebelum dan setelah melakukan senam mayoritas berada pada skala nyeri ringan 68%. Pendampingan senam dysmenore bisa menjadi pilihan bagi para guru olah raga SMA dalam meningkatkan Kesehatan reproduksi remaja putri khususnya tentang dysmenore.   Kata kunci : senam dysmenore, tingkat nyeri, remaja   Abstract Adolescent health during pandemic is less attention, either because a learning system that has changed. The students tend to do learning online in limited activities for activity daily living. The impact of this, one is on reproductive healthcare adolescent girls especially dysmenorrhea or pain during menstruation was increased. The purpose of this activity is prevention and sent down, the intensity of pain needed to improve the quality of life the adolescent girls in government high school I at Singkawang. With assistance program through a lesson gymnastic dysmenorrhea health both physical or sporting during one month blended with sport subject at school. Counseling program was held about reproductive health to adolescent girls. Respondents 63 adolescent gilrs have pain during menstruation and given assistance do gymnastics at least twice before the next menstruation. The result shows that the knowledge getting up 80 % and decreasing level of pain before and after the majority, have mild pain 68% after intervention. Counselling program for the dysmenorrhea gymnastics is effective to improve of the quality of reproduction health in adolescents.     Key words: dysmenorrhea gymnastic, level of pain, adolescent.


2020 ◽  
Vol 3 (2) ◽  
pp. 50-56
Author(s):  
Riza Bahtiar Sulistyan

The existence of the Covid-19 pandemic is able to change the organizational system that is already running normally. These changes have a profound impact on the human resources of the organization for security reasons. Not all organizations are ready to accept these changes, so there needs to be a special system that is used to keep the organization running normally. With reference to the development of social exchange theory, that training can improve the abilities of employees and the positive results will return to the organization. In this case there is a social exchange between the organization and its human resources. The impact of covid-19 is also felt at the tertiary level in Indonesia. The method used is the preparation, implementation, and evaluation stages. The participants of this training are all lecturers of STIE Widya Gama Lumajang, East Java. The training results show that there is an increase in ability before and after training. Organizations are not worried about changes in the method of the online learning system that has been established.


2018 ◽  
Vol 15 (1) ◽  
pp. 55-72
Author(s):  
Herlin Hamimi ◽  
Abdul Ghafar Ismail ◽  
Muhammad Hasbi Zaenal

Zakat is one of the five pillars of Islam which has a function of faith, social and economic functions. Muslims who can pay zakat are required to give at least 2.5 per cent of their wealth. The problem of poverty prevalent in disadvantaged regions because of the difficulty of access to information and communication led to a gap that is so high in wealth and resources. The instrument of zakat provides a paradigm in the achievement of equitable wealth distribution and healthy circulation. Zakat potentially offers a better life and improves the quality of human being. There is a human quality improvement not only in economic terms but also in spiritual terms such as improving religiousity. This study aims to examine the role of zakat to alleviate humanitarian issues in disadvantaged regions such as Sijunjung, one of zakat beneficiaries and impoverished areas in Indonesia. The researcher attempted a Cibest method to capture the impact of zakat beneficiaries before and after becoming a member of Zakat Community Development (ZCD) Program in material and spiritual value. The overall analysis shows that zakat has a positive impact on disadvantaged regions development and enhance the quality of life of the community. There is an improvement in the average of mustahik household incomes after becoming a member of ZCD Program. Cibest model demonstrates that material, spiritual, and absolute poverty index decreased by 10, 5, and 6 per cent. Meanwhile, the welfare index is increased by 21 per cent. These findings have significant implications for developing the quality of life in disadvantaged regions in Sijunjung. Therefore, zakat is one of the instruments to change the status of disadvantaged areas to be equivalent to other areas.


Background: Integrated disease management with self-management for Chronic Obstructive Pulmonary Disease (COPD) is effective to improve clinical outcomes. eHealth can improve patients’ involvement to be able to accept and maintain a healthier lifestyle. Eventhough there is mixed evidence of the impact of eHealth on quality of life (QoL) in different settings. Aim: The primary aim of the e-Vita-COPD-study was to investigate the effect of use of eHealth patient platforms on disease specific QoL of COPD patients. Methods: We evaluated the impact of an eHealth platform on disease specific QoL measured with the clinical COPD questionnaire (CCQ), including subscales of symptoms, functional state and mental state. Interrupted time series (ITS) design was used to collect CCQ data at multiple time points. Multilevel linear regression modelling was used to compare trends in CCQ before and after the eHealth intervention. Results: Of 742 invited COPD patients, 244 signed informed consent. For the analyses, we only included patients who actually used the eHealth platform (n = 123). The decrease of CCQ-symptoms was 0,20% before the intervention and 0,27% after the intervention; this difference was statistically significant (P=0.027). The decrease of CCQ-mental was 0,97% before the intervention and after the intervention there was an increase of 0,017%; this difference was statistically significant (P=0,01). No significant difference was found in the slopes of CCQ (P=0,12) and CCQ-function (P=0,11) before and after the intervention. Conclusion: The e-Vita eHealth platform had a potential beneficial impact on the CCQ-symptoms of COPD patients, but not on functional state. The CCQ-mental state remained stable after the intervention, but this was a deterioration compared to the improving situation before the start of the eHealth platform. In conclusion, this study shows that after the introduction of the COPD platform, patients experienced fewer symptoms, but their mental state deteriorated slightly at the same time. Therefore, health care providers should be aware that, although symptoms improve, there might be a slight increase in anxiety and depression after introducing an eHealth intervention to support self-management.


2020 ◽  
Author(s):  
Almira Osmanovic Thunström ◽  
Iris Sarajlic Vuković ◽  
Lilas Ali ◽  
Tomas Larson ◽  
Steinn Steingrimsson

BACKGROUND Immersive virtual reality (VR) games are increasingly becoming part of everyday life. Several studies support immersive VR technology as a treatment method for mental health problems. There is however minimal research into the feasibility, prevalence, and quality of commercially available VR games on commercial platforms as tools for treatment or add on to treatment of mental health problems. OBJECTIVE The aim of this study was to explore the prevalence, feasibility and quality of commercially available games related to psychotherapy on a commercially available platform. METHODS We performed a search for keywords related to diagnosis and treatment strategies of mental health problems. The search was performed during March 27th on STEAM (VR content and gaming platform). A usability scale was used as a tool to look at the interaction and usability of the games, the VR-UI-UX-8. The tool contains 8 statements about usability scored 0-10, 0 indicating “Not at all” and 10 indicating “very much so”. The score ranges from 0-80 with a higher score indicating worse usability. RESULTS In total, 516 hits were found, 371 unique games. After the games were reviewed, 83 games passed the inclusion criteria, were purchased and played. Majority of the games which were excluded were either not connected to mental health, contained violence, adult content or were in other ways irrelevant or inappropriate. The mean score for the games on the VR-UI-UX-8 was 16.5 (standard deviation 15.8) with a range from 0-68. Most relevant and feasible games were found in the search words meditation, mindfulness, and LSD. CONCLUSIONS Commercial platforms hold great potential for VR games with psychotherapeutic components. The platforms are only at the beginning of the development towards serious games, e-learning and psychotherapeutic treatments. Currently the quality and usability for clinical and at home applicability are scarce, but hold great potential.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


Author(s):  
Carlos Mena Canata ◽  
Rebeca Noemí Ruiz Vallejos

The objective of this study is to determine the impact of adenotonsillectomy on the quality of life of postoperative patients.The study is observational, cross-sectional, and retrospective. The files of all postoperative adenotonsillectomy patients in Otorhinolaryngology Service, Hospital de Clínicas, San Lorenzo Paraguay. The Obstructive sleep apnea – 18 questionnaire (OSA 18) was applied, asking patients about symptoms before and after surgery. An effective sample of 143 postoperative patients was obtained. The average age was 6.05 ± 2.08 years, 55.10% (81) were male and 44.89% (66) were female, 65.30% (96) were from urban areas and 34.69% (51) from the rural areas. The t test was performed for means of two paired samples, comparing the results of the Obstructive sleep apnea – 18 questionnaire surveys before and after surgery which presented a significant difference (p <0.05) with a tendency to improve the quality of life after surgery. It has been shown that there is a significant difference, a considerable improvement in the quality of life of patients after adenotonsillectomy.


2018 ◽  
Vol 44 (2) ◽  
pp. 433-454 ◽  
Author(s):  
Corinne Amel Zayani ◽  
Leila Ghorbel ◽  
Ikram Amous ◽  
Manel Mezghanni ◽  
André Péninou ◽  
...  

Purpose Generally, the user requires customized information reflecting his/her current needs and interests that are stored in his/her profile. There are many sources which may provide beneficial information to enrich the user’s interests such as his/her social network for recommendation purposes. The proposed approach rests basically on predicting the reliability of the users’ profiles which may contain conflictual interests. The paper aims to discuss this issue. Design/methodology/approach This approach handles conflicts by detecting the reliability of neighbors’ profiles of a user. The authors consider that these profiles are dependent on one another as they may contain interests that are enriched from non-reliable profiles. The dependency relationship is determined between profiles, each of which contains interests that are structured based on k-means algorithm. This structure takes into consideration not only the evolutionary aspect of interests but also their semantic relationships. Findings The proposed approach was validated in a social-learning context as evaluations were conducted on learners who are members of Moodle e-learning system and Delicious social network. The quality of the created interest structure is assessed. Then, the result of the profile reliability is evaluated. The obtained results are satisfactory. These results could promote recommendation systems as the selection of interests that are considered of enrichment depends on the reliability of the profiles where they are stored. Research limitations/implications Some specific limitations are recorded. As the quality of the created interest structure would evolve in order to improve the profile reliability result. In addition, as Delicious is used as a main data source for the learner’s interest enrichment, it was necessary to obtain interests from other sources, such as e-recruitement systems. Originality/value This research is among the pioneer papers to combine the semantic as well as the hierarchical structure of interests and conflict resolution based on a profile reliability approach.


2020 ◽  
Vol 6 (3) ◽  
pp. 294-309
Author(s):  
Jamhur Poti ◽  
Mahadiansar Mahadiansar

Revitalizing traditional markets is a form of improving the quality of public space as a policy of the regional government in cooperation with local communities. The purpose of revitalizing traditional markets is not merely to improve the physical form of traditional markets but also to manage these traditional markets. The researcher raised a case study on the policy after revitalizing the Lembu Market, Tanjungpinang City, to what extent the policies that have been implemented before and after the market revitalization match the public's expectations, it is necessary to evaluate the programs that have been implemented. Researchers used policy evaluation techniques with a formal evaluation approach using Dunn 2018 theory. The research method used by researchers used library research, by carrying out a search of several library sources such as e-books, journals, websites, organizational reports, and other good documents. print and online relevant to the topic being evaluated. The results showed that the evaluation of the revitalization program for the beef slaughter market in the city of Tanjungpinang had not found the value of cross-impact analysis and discounting on the program so that the revitalization of traditional markets was only in the form of target mapping, value clarification and mapping of barriers that had become the impact of the revitalization policy of the traditional cattle slaughter market in Tanjungpinang City. The researcher also did not find Urgency in realizing the traditional market revitalization policy in order to change the characteristics of the market for the better.


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