computer club
Recently Published Documents


TOTAL DOCUMENTS

41
(FIVE YEARS 4)

H-INDEX

6
(FIVE YEARS 0)

Author(s):  
Sarah Rüller ◽  
Konstantin Aal ◽  
Simon Holdermann ◽  
Peter Tolmie ◽  
Andrea Hartmann ◽  
...  

AbstractThis paper describes the appropriation processes involved in establishing a socio-technical enabling infrastructure in a valley in the High Atlas of Morocco. We focus on the challenges of co-establishing such an intervention in a rural/mountainous region that is already undergoing a process of continuous development and profound transformation. We reflect upon the changes and unforeseen appropriation by our local partners and inhabitants in the valley of a computer club primarily used as an informal learning centre for school children. We followed an ethnographic approach and combined research perspectives from both socio-informatics and anthropology. This paper sheds light on what a successful cooperation and intervention in this kind of challenging environment can look like. It does this by taking seriously competing expectations, fragile infrastructural foundations and the socio-cultural context. Despite the challenges, the intervention managed to lead to the establishment of a socio-technical enabling infrastructure that plays a particularly valuable role in local educational endeavours and that is now moving towards supporting other members of the community. The paper thus provides insights regarding what has to be considered to create a mutually beneficial cooperation with all relevant stakeholders as well as a sustainable intervention.


2021 ◽  
Vol 64 (3) ◽  
pp. 200-202
Author(s):  
Alla I. Sidorova ◽  
Lila I. Lyashenko ◽  
Elena V. Pavlenkova ◽  
Svetlana A. Pavlenkо ◽  
Larysa M. Lobach

Aim: To study the relationship between the psycho-emotional state of computer game players with the development of bruxism, its early diagnosis in people at risk, increasing the effectiveness of preventive measures in people with this pathology. materials and methods: At the first stage of the study, a survey of 120 people (85 - men, 35 - women) aged 18 - 30 years was conducted. The computer club was chosen as the place of the poll. The questionnaire is represented by questions that were aimed at identifying clinical manifestations of bruxism. Also, the subjects were asked to take an automated FPI test to assess the psycho-emotional state. In the second stage of the study, according to the results, the main group of patients with bruxism was identified. It consisted of 68 people aged 18-30 years (50 – men, 18 – women). The control group of people consisted of 20 volunteers (10 – women, 10 – men), who did not show clinical manifestations of bruxism and temporomandibular joint dysfunction and who do not play computer games. Results: According to a survey of 120 people aged 19-29, who often play computer games, it was found that 48.33% had bruxism. In 96.55% of the analysis of the FPI test revealed signs of mental distress. In the control group, the results of FPI in most indicators were average. Conclusions: The prevalence of bruxism among young people who play computer games was 48.33%, which is associated with psycho-emotional distress of this category of people: increased neuroticism, sudden aggression, depression, irritability and emotional lability. Diagnosis by questionnaire allows to detect manifestations of the disease in the early stages of development.


2020 ◽  
Vol 5 (1) ◽  
pp. 33
Author(s):  
Rendi Adriandi ◽  
Ummu Radiyah ◽  
Anton Anton ◽  
Esron Rikardo Nainggolan

The development of telecommunications technology is very rapid along with the times that have reached the era of "technology in the grip". The use and utilization of information technology in this grip is needed by LCC UKM or LP3I Computer Club Student Activity Unit, where this UKM regularly holds training activities or seminars both for participants from internal campus and outside campus. But apparently the data management of participants who attended the activity was still manual, namely still using paper to record attendance of participants so there was no database of participants which caused the committee to find it difficult to contact participants who had already participated in UKM LCC activities if there were new activities. The main objective of the research is to produce an application based on Android activities to facilitate the committee in creating a participant database. The making of this application uses the scrum method so that it can make priorities in building this application as needed. The results of this study, the LCC UKM committee no longer needs to use paper for recording attendance and the participant database can be stored directly on the server.


2018 ◽  
Vol 7 (3.14) ◽  
pp. 331
Author(s):  
Anna Viktorovna Grishina ◽  
Elena Nikolaevna Volkova

In the era of intensive informatization of society, computer becomes an integral part of the modern life of the younger teenagers. In Russia, the number of children spending time in front of monitors, playing computer games at home or in a computer club, increases every day. According to Entermedia LLC, the percentage of sales of computer games increases by 50% annually. Currently, 23% of the population of Russia plays computer games, at that the minimum age for a computer player is two years.Strengthening polarization regarding children's interest to computer games becomes one of the most important problems. What is meant here is the fact that, on the one hand, there are adolescents, whose interest in computer games is quite sustainable, while, on the other hand, there are also schoolchildren experiencing mild interest or no interest at all to computer games. The relevance of the present work is determined by the social danger of the phenomenon called high passion for computer games, which deforms, and sometimes blocks the development of the most important personal entities [3, 5, 9, 12, 15]. In this regard, the investigation of the features of personal agency in younger adolescents, which is responsible for the self-regulation of behavior and activity of a subject, is of particular importance. 


2018 ◽  
Vol 9 (2) ◽  
Author(s):  
Tatyana Vedernikova ◽  
Yury Golyandin

The article is devoted to description of the CyberArenaPro system for holding cyber competitions that provides convenience and ease of organizing competitions of various levels, allowing to hold competitions on the online venues around the world, increasing opportunities for participation in the competitions via the Internet and mobile devices. The program is designed to automate holding cybersport competitions of various levels (from local to international) and of any disciplines and formats. The system has a service-oriented architecture and uses the object-oriented Redis database. For a client implementation, the concept of Rich Internet Application, the ReactJS platform and the JavaSc programming language are applied. The server and the client applications are integrated with the API means. The automated system was tested during the organization of competitions in the computer club «CyberArena». Competitions were carried out in accordance with the discipline CS:GO, and 64 teams participated. The «CyberArenaPro» system can be used to organize competitions of any kind of sport.


Author(s):  
Konstantin Aal ◽  
Anne Weibert ◽  
Kai Schubert ◽  
Mary-Ann Sprenger ◽  
Thomas Von Rekowski

The case study presented in this chapter discusses the design and implementation of an online platform, “come_NET,” in the context of intercultural computer clubs in Germany. This tool was built in close cooperation with the children and adult computer club participants. It was designed to foster the sharing of ideas and experiences across distances, support collaboration, and make skills and expertise accessible to others in the local neighborhood contexts. In particular, the participatory-design process involving the children in the computer clubs fostered a profound understanding of the platform structure and functionalities. The study results show how younger children in particular were able to benefit, as the closed nature of the platform enabled them to gather experience as users of social media, but in a safe and controlled environment.


Sign in / Sign up

Export Citation Format

Share Document