real life situation
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2022 ◽  
Vol 12 (1) ◽  
pp. 51
Author(s):  
Nabil Assadi ◽  
Wafiq Hibi

The study aims to examine the impact of using real life situation in solving linear equations by seventh graders. In order to achieve the designated aim of the study, the study was conducted in one of the Arab schools in Israel. A sample of 20 average students was deliberately chosen depending on their educational achievement. Two approached were employed within the study; the qualitative approach and its quantitative counterpart. Results of the study clearly exhibit that student have undergone three stages: in the first stage, a development in the concept of “similar terms” was noticed. The second stage showed a development in the concept of “quantity comparison.” In the final stage of the study, the students became familiar with the concept of parity in the linear equations. In light of the researchers’ findings, the study could be concluded with some important recommendations and suggestions. Namely, to review the mathematics curriculum for the middle school students and recreating one that seriously tackles real life situations. Implementation of advanced technology and software within the mathematics class, and working on further research on the topic of the study are also highly encouraged.   Received: 23 September 2021 / Accepted: 16 November 2021 / Published: 3 January 2022


Author(s):  
Abhimanyu Singh Yadav ◽  
Mahendra Saha ◽  
Shivanshi Shukla ◽  
Harsh Tripathi ◽  
Rajashree Dey

In this article, a reliability test plan is developed for Logistic-exponential distribution (LoED) under time truncated life test scheme. The distribution has been chosen because it can used to model lifetime of several reliability phenomenon and it performs better than many well known existing distributions. With the discussions of statistical properties of the aforesaid model, the reliability test plan has been established under the assumption of median quality characteristics when minimum confidence level P* is given. To quench the objective of the paper i.e; to serve as a guiding aid to the emerging practitioners, minimum sample sizes have been obtained by using binomial approximation and Poisson approximation for the proposed plan. Further, operating characteristic (OC) values for the various choices of quality level are placed. Also, minimum ratio of true median life to specified life has been presented for specified producer’s risk. Important findings of the proposed reliability test plan are given for considered value of k=0.75,1,2. To demonstrate the appropriateness of suggested reliability test plan is achieved using four real life situation.


2021 ◽  
Author(s):  
Pittawat Taveekitworachai ◽  
Jonathan H. Chan

The Krathu-500 contains 574 Pantip posts title, post body with all comments of each post. The number of total comments is at 63,293 comments. The corpus provide Thai language used in real life situation with various context and types in conversational form. The corpus serves as a good way to improve capability of machine learning techniques that dealing with Thai language. Sentiment labeled smaller version of the comments dataset also provided with 6,306 records. The labeled corpus is human-annotated dataset with three labels for negative, neutral, and positive comments. The project also consists of open-source repository that allow any people who interested to modify and built on top of the current source code and dataset.


2021 ◽  
Author(s):  
Pittawat Taveekitworachai ◽  
Jonathan H. Chan

The Krathu-500 contains 574 Pantip posts title, post body with all comments of each post. The number of total comments is at 63,293 comments. The corpus provide Thai language used in real life situation with various context and types in conversational form. The corpus serves as a good way to improve capability of machine learning techniques that dealing with Thai language. Sentiment labeled smaller version of the comments dataset also provided with 6,306 records. The labeled corpus is human-annotated dataset with three labels for negative, neutral, and positive comments. The project also consists of open-source repository that allow any people who interested to modify and built on top of the current source code and dataset.


2021 ◽  
Vol 14 (12) ◽  
pp. 592
Author(s):  
Pradip Debnath ◽  
Hari Mohan Srivastava

This research is an extension of our previous work [Debnath and Srivastava (2021)]. In that paper, we designed a portfolio based on data taken from National Stock Exchange (NSE), India, during 1 January 2020 to 31 December 2020 and performance of that portfolio in real-life situation was examined during 1 January 2021 to 21 May 2021 assuming investments were made according to the proposed model. We observed that our proposed portfolio was efficient enough in that period to beat the performance of most of the in-demand mutual funds. It was also conjectured that this portfolio would be sustainable post the second wave of COVID-19 in India. In the present paper, our aim is to validate this conjecture. Here, we examine the performance of this portfolio during the period 1 January 2021 to 18 October 2021 using the same previous data set. We also investigate the performance of this portfolio if it was blindly adopted without applying the stock selection methodology during 1 January 2019 to 31 December 2019. Using paired t-test between the difference of means of the performances in the year 2019 and the year 2021, we show that the performance in 2021 was significantly enhanced because of selecting the stocks applying our proposed model.


2021 ◽  
Author(s):  
◽  
Florian Flueggen

<p>Playing computer games has often been theorised to be linked to the wellbeing of users. However, the variables involved and the relationships and interactions between them have not been established. The purpose of the present study was to investigate, whether there are core aspects of game usage that are related to increased or decreased wellbeing, and the extent to which these depend on players’ real-life situations. The project comprised three studies and used an exploratory sequential mixed-methods design. In the first study, the ways in which players use games were investigated. To identify the key aspects of game usage for distinguishing and describing how players use games, in-depth interviews were conducted with 23 players of different games. This data and two subsequent quantitative tests, the first with 314 participants and the second with 770 participants, were used to develop a game-usage questionnaire and a framework with eight factors. The relationship between game usage and wellbeing was investigated in a longitudinal study conducted over nine months with 531 participants. Personality – as proxy for internal characteristics – and basic psychological needs – as proxy for participants’ situations in life – were taken into account as potential moderators of that relationship. Results showed that the overall correlations between game usage and wellbeing are weak and subsumed by players’ needs and personality. However, there were interactions between game usage and needs: Some game usage factors seem to directly reflect real-life situations and wellbeing; others seem to be common responses to real-life situations with no impact on wellbeing; and others again appear to impact wellbeing depending on the real-life situation. Social game usage seems to be a key factor with relevance for wellbeing. The contribution of this thesis is twofold. It provides a general framework of game usage that can be used in the field of game studies to interpret and compare findings more meaningfully, and it was shown that it is important to consider a person’s game usage in context of their real-life situations. In addition, main game usage factors for future research on wellbeing and digital games are suggested.</p>


2021 ◽  
Author(s):  
◽  
Florian Flueggen

<p>Playing computer games has often been theorised to be linked to the wellbeing of users. However, the variables involved and the relationships and interactions between them have not been established. The purpose of the present study was to investigate, whether there are core aspects of game usage that are related to increased or decreased wellbeing, and the extent to which these depend on players’ real-life situations. The project comprised three studies and used an exploratory sequential mixed-methods design. In the first study, the ways in which players use games were investigated. To identify the key aspects of game usage for distinguishing and describing how players use games, in-depth interviews were conducted with 23 players of different games. This data and two subsequent quantitative tests, the first with 314 participants and the second with 770 participants, were used to develop a game-usage questionnaire and a framework with eight factors. The relationship between game usage and wellbeing was investigated in a longitudinal study conducted over nine months with 531 participants. Personality – as proxy for internal characteristics – and basic psychological needs – as proxy for participants’ situations in life – were taken into account as potential moderators of that relationship. Results showed that the overall correlations between game usage and wellbeing are weak and subsumed by players’ needs and personality. However, there were interactions between game usage and needs: Some game usage factors seem to directly reflect real-life situations and wellbeing; others seem to be common responses to real-life situations with no impact on wellbeing; and others again appear to impact wellbeing depending on the real-life situation. Social game usage seems to be a key factor with relevance for wellbeing. The contribution of this thesis is twofold. It provides a general framework of game usage that can be used in the field of game studies to interpret and compare findings more meaningfully, and it was shown that it is important to consider a person’s game usage in context of their real-life situations. In addition, main game usage factors for future research on wellbeing and digital games are suggested.</p>


2021 ◽  
pp. 097172182110307
Author(s):  
Ravindra Kumar Singh

Legal education is to serve the purpose of creating well-versed and proficient professionals who can render the best legal service to the people and help them get justice. Moreover, it is also to produce law-abiding and well-informed citizens who can carry out their duties in their professional life (irrespective of the nature of profession) for maintaining the rule of law. Along with a very strong foundation of substantive law, law students must also be oriented to the application of law during their undergraduate programme. This goal is to be realized through clinical legal education (CLE), which was introduced with an aim of combining the theory with practice. It also helps inculcate a sense of social justice in law students, as they closely see the application of law in a real life situation; they realize how law benefits people; they get closely connected to the society; they learn professional ethics; they develop problem solving approach; they get immeasurable satisfaction and confidence in the power of law; and more particularly, they comprehend that law is the real robust instrument to ensure and secure inclusive justice in the society. CLE, thus, makes the legal education all-inclusive and wholesome by making law students the agents of social change and champions of justice. This research article argues that CLE is indispensable for the attainment of inclusive justice. It also gauges the state of CLE in India from this perspective. Lastly, the article offers a few convincing suggestions which need to be incorporated in the legal education framework of India in order to ensure the higher goal of attainment of inclusive justice in India.


2021 ◽  
Vol 12 (6) ◽  
pp. 979-989
Author(s):  
Amina Rashid ◽  
Md. Masud Rana

A good syllabus contributes to achieving better learning outcomes. Academic institutions often invest huge amounts in preparing the so-called 'panacea' of a syllabus hoping they could meet the demand of the highly competitive world. Now, however, educationists often get divided on what is instrumental to gaining a higher level of learning outcomes: Is it the quality of syllabus, or the kind of teaching approaches, or quality of teachers and learners, or good academic environment with a proper support system or a combination of all the above? While the academic process around the globe continues amidst these unresolved questions, teaching and learning English in Bangladeshi tertiary institutions for undergraduate students is no exception. Although almost all the students at undergraduate level take some sort of English language course like general English Language (GEL), or foundation English (FE) course, they fail to function when it comes to using the language in a real-life situation. This paper strives to trace out why the students cannot communicate in English properly even after 10 plus years of exposure to the language – 1/2 years at the tertiary level and 8 to 10 years at the primary and secondary levels. The research has adopted both quantitative and qualitative research methods and used two different questionnaires to collect data for the study. Delving into a thorough analysis of the existing syllabuses, the study contends that the syllabus cannot quite prepare the students to be able to function in English in a real-world scenario and, therefore, recommends a revamping of the syllabuses is necessary to produce pragmatic and pedagogical efficacy.


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