Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 3 de 3
Filtrar
Mais filtros










Intervalo de ano de publicação
1.
Heliyon ; 10(2): e24282, 2024 Jan 30.
Artigo em Inglês | MEDLINE | ID: mdl-38298654

RESUMO

This study delves into the attitudes of educators toward online teaching, their technological proficiency, and access to technology, with a particular emphasis on examining potential gender distinctions. Employing a quantitative-descriptive-correlational research design, this research meticulously examines the intricate relationships among these variables. The primary objectives of this investigation involve scrutinizing teachers' attitudes toward online instruction, evaluating their technological competency, and gauging their accessibility to technology. The results reveal that, by and large, teachers exhibit a moderately favorable disposition toward online teaching, signifying their eagerness to embrace this pedagogical approach. Furthermore, these educators demonstrate a commendable level of technological competence, showcasing their adeptness in harnessing technology for instructional purposes. In the context of technological accessibility, most teachers report encountering minimal impediments; however, science teachers disclose relatively restricted access. A gender-based analysis of the data suggested a notable absence of significant disparities in attitudes, technological proficiency, and access between male and female educators. This finding substantiates the assertion that gender exerts a negligible influence on shaping teachers' perspectives regarding online teaching and their technological adeptness. Moreover, this research revealed a substantial positive correlation between teachers' attitudes toward online teaching and their technological competence, as well as their access to technology. This implies that educators endowed with enhanced technological proficiency and enhanced access are more likely to harbor favorable attitudes toward online teaching. The implications of these findings underscore the paramount significance of supporting teachers in augmenting their technological competence while simultaneously ensuring equitable access to technology resources. These two factors emerge as pivotal catalysts for facilitating the seamless integration of online teaching into contemporary education. In the era of the COVID-19 pandemic, where online instruction has become indispensable, the imperative for ongoing professional development and support has become unmistakably evident. This study calls for a sustained commitment to nurturing and further enhancing teachers' affirmative attitudes toward online teaching to effectively navigate the ever-evolving landscape of education.

2.
Heliyon ; 8(2): e08959, 2022 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-35243079

RESUMO

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017-2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.

3.
Rev. adm. pública (Online) ; 51(5): 810-827, set.-out. 2017. tab, graf
Artigo em Espanhol | LILACS | ID: biblio-897241

RESUMO

Resumen Este artículo tiene por objeto proponer un modelo procedimental diseñado para optimizar la experiencia de la ciudadanía en la toma de decisiones de las políticas públicas a través de la ludificación. Se parte de la consideración que la ludificación promueve la motivación hacia una actividad prolongando su participación dentro de un ámbito específico. En este caso, se encamina su aplicación para motivar la integración de los ciudadanos en la toma de decisiones. Para ello se contrastan tres modelos de evaluación de políticas públicas que incorporan la participación civil en tres roles diferentes: auditor, pasivo y activo. Al aplicar la metodología Delphi, los resultados de fiabilidad y consistencia interna demuestran que el modelo de participación activa tiene mayor valoración por parte de los expertos respecto a la ludificación, Como conclusión, el modelo generado abre una nueva área de conocimiento dentro de la evaluación de políticas públicas imbuida en la interactividad del contexto mediático.


Resumo Este artigo tem como objetivo propor um modelo procedimental concebido para otimizar a experiência dos cidadãos na tomada de decisões de políticas públicas por meio da gamificação. Parte-se do pressuposto de que a gamificação promove a motivação para uma atividade, aumentando a participação dentro de um âmbito específico. Nesse caso, a gamificação é utilizada para incentivar o envolvimento dos cidadãos na tomada de decisões. Com esse objetivo, comparam-se três modelos de avaliação de políticas públicas que incorporam a participação civil em três papéis diferentes: auditor, passiva e ativa. Ao aplicar a metodologia Delphi, os resultados de fidelidade e consistência interna revelam que o modelo de participação ativa é alvo de uma valoração superior por parte dos especialistas, no que se refere à gamificação. Em conclusão, o modelo gerado abre uma nova área de conhecimento no âmbito da avaliação de políticas públicas, integrada na interatividade do contexto midiático


Abstract This article proposes a procedural model designed to optimize the experience of citizens in decision making of public policies through gamification. The study assumes that gamification increases motivation and contributes to increase involvement within a specific area. In this case, gamification is used to encourage citizens' engagement in decision-making, based on three models of evaluation of public policies that incorporate civil participation in three different roles: auditor, passive and active. After applying the Delphi methodology, the results of reliability and internal consistency show that experts attribute a higher value to the model of active participation using gamification. In conclusion, the model designed opens a new area of knowledge within the evaluation of public policies, embedded in the interactivity of the media context.


Assuntos
Política Pública , Participação da Comunidade , Gamificação
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...