knowledge enhancement
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2021 ◽  
Vol VI (IV) ◽  
pp. 64-72
Author(s):  
Rukhsana Durrani ◽  
Humaira Akram Akram ◽  
Shamsa Kanwal

This study was designed to explore the effectiveness of training, which was arranged for the capacity building of trainers of teachers. These trainers were further responsible for the training of teachers who were teaching dropped out girls in the rural areas of Pakistan. This capacity-building training consisted of the trainers' professional development and subject knowledge enhancement. The training sessions were monitoring and evaluation, communication skills, Gender and protection, adult psychology, and teaching techniques of language, science, and mathematics of elementary level of education of dropped out learners. All 125 trainers were selected for obtaining the responses. It was mixed-method research, and data were collected through questionnaires and interviews. The data results revealed that the training workshop sessions remained very fruitful for trainers, and it increased their learning about the teaching profession and teaching to dropped out students in marginalized areas


Author(s):  
Le Nguyen Ai Nhan ◽  
Kieu Thi Thu Trang ◽  
Nguyen Thi Quyen

This study focuses on exploring the contribution of Kahoot! to students’ skill enhancement. We set out to determine students’ perceived judgments on how much their skills have improved as a result of using Kahoot! inside classrooms. Deviating from several related research, we not only looked at the effects of playing Kahoot! games but also of creating Kahoot! games. Using a survey that takes Bloom’s taxonomy as its theoretical foundations, we elicited judgments from 95 university freshmen, sophomores, and juniors. Students’ self-reports were analyzed using a series of one-way repeated measures ANOVA, which reveals a number of interesting results. First, students reported significant skill improvement when they played Kahoot! during class and even more so when they themselves were involved in the creation of Kahoot! games. Second, not all of the examined skills are subject to the same degree of improvements, leaving some room for educators to ponder how they can use gamification to effectively develop students’ comprehensive skill set. Thirdly, freshmen and juniors reported the highest amount of skill improvements, indicating that certain game-based applications might be helpful for only certain groups of students. Taken together, we suggest that Kahoot! games can be utilized in classrooms for both knowledge enhancement and effective skill improvement.


2021 ◽  
Vol 917 (1) ◽  
pp. 012021
Author(s):  
S Lestari ◽  
B Winarno ◽  
B T Premono ◽  
T A A Syabana ◽  
F Azwar ◽  
...  

Abstract Restoration of degraded peatland has proven to be complex and many activities that have been initiated in recent years have not had a significant impacted on restoring peatland condition. Revitalization activities that have been carried out in several locations have not been effective. Likewise, rewetting actions were often poorly understood by the community. This research aimed to analyze land use-based peatland restoration opportunities and challenges in Kayu Labu village, South Sumatra. Survey methods and interviews with the stakeholders were applied to collect primary data in the field. The results showed that although Kayu Labu has been designated as one of the focus villages for restoration by the Peatland Restoration Agency, the restoration efforts to date have not significantly impacted on people’s lives. The community has not widely known the implementation of the programs, and only those who were directly involved in the activities were aware of the peatland restoration program. Several opportunities are available to support the implementation of land use-based peatland restoration in Kayu Labu: the community has a strong willingness and commitment to restore their peatlands because they have suffered badly from peatland fires in the past. The community also acknowledges the loss of their livelihoods due to peatland degradation, especially for purun craftsmen, gelam collectors, and fishers. There are also opportunities from government and research programs to be implemented in this area to support peatland restoration. However, there are still challenges that must be faced: the increasingly massive expansion of oil palm plantations by clearing the peatlands, the lack of knowledge about peatland, and there is a general feeling from the community that without peatland their lives would be better off because they could grow diverse crops with higher yields. Therefore, capacity building, communication and knowledge enhancement, and partnerships are needed for the success of land use-based peatland restoration in Kayu Labu.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Nguyen Thi Khanh Chi ◽  
Vu Huyen Phuong

Purpose This study aims to investigate the impacts of travel motivations, time perspective and city image that affect travelers’ intention to visit city tourism. Design/methodology/approach The data in this study was collected through a structured questionnaire survey conducted in three big cities in the North of Vietnam (Hanoi, Hai Phong and Ha Long). The data set consists of 625 valid responses by Vietnamese tourists. Correlation analysis and structural equation modeling were used to test the causal relationships among time perspective, city image, travel motivations and tourist intention. Confirmatory factor analysis is conducted to verify the reliability and validity of each latent construct and to evaluate the discriminant validity, convergent validity, composition reliability and average variance extracted for the latent constructs. Findings This study finds that tourists’ travel motivations, time perspective and city image are significantly and positively associated with their intention to visit city tourism. This study also reports that tourists’ time perspective and city image are significantly and positively related to their travel motivation which is in turn significantly and positively correlated to their intention to engage in city tourism. Practical implications City tourism providers need to seek for understanding travel motivations of potential customers. City tourism products should be promoted to people who want to travel for knowledge enhancement, seeking, self-fulfillment, socializing and escape. Tourism businesses and marketers focus more on developing the overall image of city. They should have city slogan and have strategy to establish the city branding to evoke or remind the customers to come in. Since the Corona (COVID-19) pandemic impact on every nation around the world, the artificial intelligence has to be taken on city tourism to minimize the negative influence of this pandemic. Originality/value This study reveals three key determinants of tourists’ intention including travel motivations, city image and time perspective, which have unclear study in the city tourism literature. This study also explains the role of travel motivations in mediating the impacts of their time perspective and city image on their intention to visit city tourism. Improving the city image is important to attract tourists who want to engage in city tourism for knowledge enhancement, seeking, self-fulfillment, socializing or escape. Tourism providers need to have a strategy for establishing the city branding to evoke or remind the customers to come in. The time perspective should be paid more attention to tourists who want to travel to city tourism for knowledge enhancement, seeking, self-fulfillment, socializing or escape.


2021 ◽  
Vol 11 (19) ◽  
pp. 9266
Author(s):  
Tienhua Wu ◽  
Kuang-You Tien ◽  
Wei-Chih Hsu ◽  
Fu-Hsiang Wen

Information security awareness (ISA) has become a vital issue, as security breaches often attributed to humans lead to losses for individuals and organizations. Information security (IS) education may be an effective strategy to improve students’ ISA; however, studies associated with the relationships between teaching effects and information security learning are few. This study adopted gamification practice and examined its effect on students’ ISA knowledge enhancement, attitude and intention of security compliance, and willingness for continuous IS education. This study also examined the gender difference in a gamified learning system. One hundred ten undergraduates participated in a quasi-experimental study. The results indicated that students within a gamified class performed better than students within a lecture-based instructional group. We found significant gamification effects on the three security focus areas of password management, Internet use, and information handling. Gamification did not significantly impact the attitude and intention of participants’ security compliance and students’ willingness for continuous IS learning. Gender difference in the effect of gamification on ISA knowledge enhancement was not observed as well. The research provides theoretical and practical contributions by incorporating gamification into IS learning and suggests gamification as an effective means to enhance students’ knowledge acquisition in an engaging, timely, economical, and repeated manner.


2021 ◽  
Vol 2 (2) ◽  
pp. 159-175
Author(s):  
Dalia Ali Ameen ◽  
Dina Mohamed Maarouf ◽  
Arzak Mohamed Khalifa

2021 ◽  
Vol 2 (2) ◽  
pp. 43-46
Author(s):  
Hyeonho Yu ◽  
Hosung So ◽  
Minhyun Kim ◽  
Taemin Ha

Introduction Sport education is a curriculum model that helps students to be a competent, literate, and enthusiastic sportsperson (Siedentop et al., 2020). The effectiveness of the model on badminton skill development has been demonstrated by previous literature (Hastie et al., 2011). Along with the skill development, cognitive outcomes (e.g., sport-specific knowledge) are considered to be important parts of one’s performance in sports. Cognition of ‘how to play’ in a sport is associated with improved performances (Thomas & Thomas, 1994). Therefore, teaching sport knowledge is important to enhance the effectiveness of practice and gameplay. Thomas and Thomas (1994) described the three concepts of sport knowledge in performance: (a) declarative (factual information, such as rules), (b) procedural (techniques and tactics), and (c) strategic knowledge (knowing how to learn). Given that the nature of sport knowledge has great potential to be developed for all levels of players (Dexter, 1999), it is important to dive into diverse ways to boost students’ cognitive learning while playing sports in physical education. Using advanced video technology, such as motion analysis mobile applications (Apps) with a feature of live capture for instant feedback, may enhance cognitive learning outcomes in physical education. Video technology has grown rapidly to support learning in physical education over the past decades (Palao et al., 2015; Rikli & Smith, 1980; van Wieringen et al., 1989). However, little is known about the effectiveness of a motion analysis App on students’ sport knowledge enhancement in sport education. Therefore, the App-based feedback was examined to identify its effectiveness on students’ sport knowledge enhancement during sport education badminton season. Introduction Sport education is a curriculum model that helps students to be a competent, literate, and enthusiastic sportsperson (Siedentop et al., 2020). The effectiveness of the model on badminton skill development has been demonstrated by previous literature (Hastie et al., 2011). Along with the skill development, cognitive outcomes (e.g., sport-specific knowledge) are considered to be important parts of one’s performance in sports. Cognition of ‘how to play’ in a sport is associated with improved performances (Thomas & Thomas, 1994). Therefore, teaching sport knowledge is important to enhance the effectiveness of practice and gameplay. Thomas and Thomas (1994) described the three concepts of sport knowledge in performance: (a) declarative (factual information, such as rules), (b) procedural (techniques and tactics), and (c) strategic knowledge (knowing how to learn). Given that the nature of sport knowledge has great potential to be developed for all levels of players (Dexter, 1999), it is important to dive into diverse ways to boost students’ cognitive learning while playing sports in physical education. Using advanced video technology, such as motion analysis mobile applications (Apps) with a feature of live capture for instant feedback, may enhance cognitive learning outcomes in physical education. Video technology has grown rapidly to support learning in physical education over the past decades (Palao et al., 2015; Rikli & Smith, 1980; van Wieringen et al., 1989). However, little is known about the effectiveness of a motion analysis App on students’ sport knowledge enhancement in sport education. Therefore, the App-based feedback was examined to identify its effectiveness on students’ sport knowledge enhancement during sport education badminton season.


2021 ◽  
Author(s):  
Amanjot Kaur ◽  
Arindam Ray ◽  
Seema Singh Koshal ◽  
Syed Quadri ◽  
Mayank Shersiya ◽  
...  

Objectives: To assess the effectiveness of training workshops for knowledge enhancement of program managers prior to rotavirus vaccine (RVV) introduction in the routine immunization program. Method: The study was conducted among the participants attending two training workshops for the introduction of RVV; a state workshop in Pune and a regional workshop in Guwahati. The participants who attended the workshops and participated in both the pre and post-test - 53 for Guwahati and 59 for Pune. Data was collected in real-time via pre- post-test. Results: In both workshops, a comparison of pre-test and post-test scores of all questions taken together showed a significant increase in the knowledge level of the participants (p<0.05). In Guwahati, the knowledge of the participants regarding doses of RVV, inadequate dosing, Vaccine Vial Monitor (VVM), open vial policy, operationalization of RVV, and monetary incentive increased significantly. In Pune, the knowledge of the participants regarding doses of RVV, bundling approach, schedule and dose, storage temperature for Rotavirus vaccine, VVM, open vial policy, vaccine delivery, and operationalization of RVV increased significantly after the training. Conclusions: A pre-planned and well-designed knowledge assessment tool can be used to understand the impact of training workshops in enhancing the knowledge and practical skills of the participants prior to the introduction of a new vaccine. Key Word: Rotavirus vaccine, training, knowledge enhancement, training of trainers


Author(s):  
Karim Abboud

Knowledge management nowadays had been considered as a main element for achieving organizational success and survival in today’s knowledge age and competitive environments. The performance of the Lebanese Banking Sector nowadays is fluctuating, and the main reason behind that is the absence of knowledge management in the workplace and by that absence of communication among employees and managers in their workplace. The primary motivation which lies behind the research is to identify the importance of knowledge sharing, and how it affects employees’ involvement and engagement in the workplace. The research had implemented both quantitative and qualitative methods, and the data were analyzed using both descriptive and inferential statistics to validate the research hypotheses scientifically. The findings of the research proved that there is a significant positive relationship between Knowledge enhancement, E-Learning, Knowledge management and organizational commitment.


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