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Identifying factors that predict student success in a community college online distance learning course.Welsh, Johnelle Bryson 12 1900 (has links)
The study's purpose was to identify demographics, educational background, finances, formal and informal education and experiences, reading habits, external environmental factors, psychological factors, and computer efficacy factors that predict a student's ability to successful complete an online (Web-based) distance learning community college course. Major student retention theories and student attrition and persistence research guided the study. Distance learners (N = 926) completed four surveys, which collected data for 26 predictor variables that included age, gender, marital status, ethnicity, support others, course load, first-time student, last semester attended, student type and location, financial stability, tuition payment, prior learning experiences, reading habits, family support, enrollment encouragement, study encouragement, time management, study environment, employment, extrinsic and intrinsic motivation, locus of control, self-efficacy, computer confidence and skills, and number of prior online courses. Successful or unsuccessful course completion was the dependent variable. Statistical analyses included Cronbach's alpha, Pearson chi-square, two-sample t test, Pearson correlation, phi coefficient, and binary logistic regression. Variables in each factor were entered sequentially in a block using separate binary logistic regression models. Statistically significant variables were course load, financial stability, prior learning experiences, time management and study environment, extrinsic motivation, self-efficacy, and computer skills. Selected predictor variables (N = 20) were entered hierarchically in a logistic regression model of which course load, financial stability, and self-efficacy were statistically significant in the final block. Correlation coefficients were computed for statistically significant predictor variables to determine whether the significance was confined to the control group or an overall level of significance. Findings were supported through cross-validation and forward stepwise entry of variables in logistic regression. Despite having two or more at-risk factors, distance learners who had high levels of self-efficacy, good computer and time management skills, financial stability, a favorable study environment, were enrolled in more than one course, and believed their prior learning experiences helped prepared them for their course were more likely to be successful.
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An exploration of teaching strategies utilised in the facilitation of learning for first level students in General Nursing ScienceSithole, Phumzile Cordelia 18 May 2012 (has links)
Lecturers at three Nursing Colleges in the Gauteng Province in South Africa where this study was conducted raised their concern that a large proportion of learners reaching the senior phase have difficulty solving patient care problems and even making specific decisions regarding patient care. These learners are also unable to formulate nursing diagnoses and develop nursing care plans. This lack of essential critical thinking skills is evident during the assessment of their assignments, tests as well as clinical formative assessments. These skills can be developed within learners throughout their four-year training, if exposed to outcomes- based education (OBE) and problem-based teaching strategies especially starting on the first level of their training course. The current nursing education programme, at these Nursing Colleges where this study was conducted is an outcomes- and problem-based curriculum. It is important that teaching strategies utilized by nurse educators are appropriate for the specific curriculum implemented because they greatly differ from the traditional teaching strategies. The purpose of this study was to investigate the teaching and assessment strategies utilized in the facilitation of learning for the first year level students in the subject General Nursing Science (GNS I). The focus of the study was on the first year of training because it is expected that development of critical thinking be started at this level. A quantitative, contextual descriptive research method was utilised. The sample consisted of lecturers (N=23) and students (N=680). The lecturers from each of the three colleges were addressed during a personnel meeting regarding the study and a suitable date and time was set for the distribution of the questionnaires to the lecturers and to first year learners during the last block of the academic year. The questionnaires were distributed to the lecturers and the learners on the agreed date and time and the researcher was present to clarify any misunderstanding regarding the tool. The questionnaire consisted of appendix E, which was distributed to lecturers and appendix F, which was distributed to the learners. Respondents were requested not to give any identifiable information on the questionnaires and to place completed questionnaires in the box provided in each of the venues to ensure confidentiality and anonymity. Data from the study indicated that not all of the teaching strategies and assessment methods utilized by the educators are appropriate and conducive for the stimulation of critical thinking skills. The majority of the lecturers facilitate through a lecture method and assessments are mostly done through written tests and examinations. On the other hand teaching facilities at the colleges are inadequate, for instance small group facilities are not available. Recommendations are as follows: <ul> <li> More lecturers should be encouraged to obtain a Masters Degree qualification in Nursing.</li> <li> All lecturers should utilize the OBE educational strategies.</li> <li> In their facilitation of GNS I lecturers should accommodate older students, because they were never exposed to an OBE approach in their basic education.</li> <li> Lecturers should utilise a variety of teaching strategies that will ensure development of critical analytical thinking.</li> <li> Lecturers should utilize a variety of assessment methods.</li> <li> Students should be encouraged to seek information on their own, specifically regarding case studies because this actively involves them as they are solving problems, making decisions and draw conclusions in relation to GNS I.</li> </ul> Copyright / Dissertation (MCur)--University of Pretoria, 2011. / Nursing Science / unrestricted
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Comparing Basic Computer Literacy Self-Assessment Test and Actual Skills Test in Hospital EmployeesIsaac, Jolly Peter 01 January 2015 (has links)
A new hospital in United Arab Emirates (UAE) plans to adopt health information technology (HIT) and become fully digitalized once operational. The hospital has identified a need to assess basic computer literacy of new employees prior to offering them training on various HIT applications. Lack of research in identifying an accurate assessment method for basic computer literacy among health care professionals led to this explanatory correlational research study, which compared self-assessment scores and a simulated actual computer skills test to find an appropriate tool for assessing computer literacy. The theoretical framework of the study was based on constructivist learning theory and self-efficacy theory. Two sets of data from 182 hospital employees were collected and analyzed. A t test revealed that scores of self-assessment were significantly higher than they were on the actual test, which indicated that hospital employees tend to score higher on self-assessment when compared to actual skills test. A Pearson product moment correlation revealed a statistically weak correlation between the scores, which implied that self-assessment scores were not a reliable indicator of how an individual would perform on the actual test. An actual skill test was found to be the more reliable tool to assess basic computer skills when compared to self-assessment test. The findings of the study also identified areas where employees at the local hospital lacked basic computer skills, which led to the development of the project to fill these gaps by providing training on basic computer skills prior to them getting trained on various HIT applications. The findings of the study will be useful for hospitals in UAE who are in the process of adopting HIT and for health information educators to design appropriate training curricula based on assessment of basic computer literacy.
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Exploring cybercrime victimization among Swedish adults : A cross-sectional study on prevalence and risk factorsAl Salek, Aous January 2024 (has links)
Cybercrime victimization is a pervasive and evolving threat in the digital age, necessitating a comprehensive understanding of its underlying dynamics and risk factors. This cross-sectional study explores the prevalence and risk factors of cybercrime victimization among Swedish adults, drawing insights from a diverse sample of 384 participants. The study examines demographic characteristics, educational backgrounds, financial circumstances, computer skills, protective measures, and victimization experiences through a combination of descriptive statistics, Fisher’s Exact Test, and logistic regression analysis. Key findings reveal significant correlations between gender, age, education level, income, computer skills, protective measures, and specific types of cybercrime victimization. Malware infection emerges as the most prevalent form of victimization, followed by sexual harassment, hacking, general harassment, and fraud. The study highlights the complex interplay between socioeconomic factors and victimization risk, and emphasizes the need for tailored interventions to enhance digital resilience and mitigate cybervictimization threats among Swedish adults. Future research directions include conducting larger-scale studies, exploring the effectiveness of protective measures, investigating polyvictimization, and examining age-related differences in cybercrime vulnerability.
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The Swedish Wikipedia Gender GapHelgeson, Björn January 2015 (has links)
The proportion of women editors on the English language Wikipedia has for years been known to be very low. The purpose of this thesis is to see if this gender gap exists on the Swedish language Wikipedia as well, and investigate the reasons behind it. To do this, three methods are used. Firstly a literature review is conducted, looking at women in computing and how Wikipedia works and how it was founded. Secondly, user behavior and activity-levels are measured through means of a database analysis of editors and edits. And thirdly, a survey is distributed, aimed at both readers and editors of Swedish Wikipedia, gathering some 2700 respondents. The results indicate that there is indeed a big disproportion, and that only between 13-19% of editors are women. The findings did not indicate readers of the encyclopedia having any strong negative preconceptions about Wikipedia or its community. However when looking at reasons for not contributing, women were significantly more likely to perceive themselves as not competent enough to edit. Computer skills were found to be an important factor for trying out editing in the first place, and Wikipedia’s connection to a male-dominated computing/programming culture is put forth as a reason for the resilience of the gender gap. The difference in men’s and women’s communication styles in relation to the climate Wikipedia’s policies and guidelines is also discussed. / Andelen kvinnor som redigerar engelskspråkiga Wikipedia har visats vara väldigt låg. Syftet med detta arbetet är att undersöka om andelen ser likadan ut på den Svenskspråkiga siten också, samt undersöka de bakomliggande orsakerna. För att göra detta används tre metoder. Först görs en literaturstudie som behandlar kvinnor inom programmering och hur Wikipedia fungerar och dess grundande. Därefter mäts användarbeteende och aktivitetsnivåer genom en databasanalys på redigerare och redigeringar. slutligen distribuerades en webb-enkät riktad till både läsare och redigerare av svenskspråkiga Wikipedia, med runt 2700 svaranden. Resultaten visar att det finns en stor snedfördelning och att endast mellan 13-19% av redigerare är kvinnor. Resultaten påvisar inte några särskilda negativa uppfattningar hos läsare om Wikipedia eller dess gemenskap. Däremot uppgav kvinnor i signifikant högre utsträckning att en viktig anledning till att de inte bidrog till encyklopedin var att de inte upplevde sig tillräckligt kompetenta. Datorvana fanns vara en viktig faktor till att testa på att redigera första gången, och Wikipedias koppling till en mans-dominerad programmeringskultur diskuteras som en faktor till den låga andelen kvinnor. Wikipedias policies och riktlinjer och dess sammankoppling med skillnader i män och kvinnors kommunikationsstilar på internet diskuteras även.
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Leveling the Playing Field: Gender Inclusive Design for Single and Multiplayer Computer Role-Playing GamesArmstrong, Sandra N. 01 January 2016 (has links)
Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences.
Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box “girl’s game.” Such games cater solely to stereotypical “female” interests, and are uncomfortably close to the concept of “separate but equal.” In the scope of this research a gender inclusive computer role playing game (CRPG) interface was designed and evaluated. The advantage of a CRPG is that it may be played individually or single player mode, as in the prototypic interface, or allow collaborative game play within a smaller group (2-12) when migrated to a multiplayer online environment. Small groups, involved in CRPG collaborative play, may reduce the incidence of online harassment or intimidation by male players, often encountered by experienced female gamers when engaged in Massively Online Multiplayer games.
The Xanthia: A Fae’s Battle CRPG, was designed with the intent of studying key female preferences outlined in this research. The design utilized a stylized “cute” but strong female protagonist, featured a compelling storyline, and a backstory narrative. The game broached real world environmental issues with an underpinning of moral dilemma in the guise of good versus evil. Competitive but not combat-centric play was utilized in the game design, which enabled leveling up without the demise of the central protagonist. Fantasy-themed conflict resulted in transformations of both protagonist and antagonists when a change of state occurred during battle, thus eliminating the violence of gory death scenarios.
This formative study endeavored to examine the underlying reasons for female underrepresentation in the high-tech and computing fields. The CRPG used in the study, incorporated key gender inclusive game elements found in current literature, in order to acquire insight into female gaming preferences. Two survey instruments were utilized to gather data from 35 female Barry University students, who had disparate gaming experience, comfort with computers, and academic majors. A pre-game questionnaire pertained to motivations for play, level of gaming expertise, and self-perceived comfort with computing. Additional data were gathered regarding access in early childhood to a gaming console or computer in the participants’ childhood homes and the incidence of tinkering. The female sample pool provided CRPG feedback post-game engagement.
Examination of survey responses indicated that identification with the central female protagonist was a key element in positive game engagement for the majority of the study’s participants. In general, experienced gamers were more apt to tinker with the hidden features of the game. Experienced gamers also enjoyed competiveness and challenge more than their inexperienced or non-gamer counterparts. The primary component of positive engagement for this female sample group was “fun.” Social interaction was a key motivator for engagement in video game play for the majority of the participants. Empirical data collected from survey instrumentation suggested that individuals who had the easiest access to video game consoles and computing equipment, participated at greater rate in tinkering in childhood. The participants who tinkered, had a higher self-perception of comfort with computing.
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