Abstract
Purpose
The purpose of this paper is to provide some references for teachers who use KidsProgram or other graphic programming tools platform for STEAM (science, technology, engineering, arts and mathematics) education at distance by game-based teaching. From the design of the STEAM class, teachers can know how to stimulate students’ interest in programming and cultivating their ability to innovate and solve practical problems more clearly with KidsProgram.
Design/methodology/approach
This paper will explain the teaching design from ten aspects and implement it in real class to see the result. The ten aspects are situations creation, knowledge popularization, raising problems, analyzing problems, concepts introduction, interface design, logic design, self-evaluation and mutual evaluation, teacher comments and extension and innovation. With the KidsProgram platform, this paper takes “The Missile Convey,” a sub-course of “Discovery Universe” as an example. Through the situation created by the teacher, students brainstorm the dangers that the earth may encounter in the universe and then learn relevant scientific knowledge. Next, students raise and analyze problems according to the situation under the guidance of the teacher. Through the interaction with teachers, students review the programming concepts and the usage of corresponding coding blocks needed for the project, like “random number.” They need to carry out interface design and logic design for the project, and complete the project. After that, the students use the self-evaluation form and the mutual evaluation form to modify and then show and share the projects to the in front of the class. After self-evaluation and peer evaluation, the teacher will make a final summary evaluation and make some suggestions for improvement. From the students’ programming productions and the interviews with them, the teaching result can be known.
Findings
With elaborate teaching design and appropriate teaching strategies, students can flexibly use multi-disciplinary knowledge of science, technology, engineering, art and mathematics to solve problems in the process of creation, which is conducive to the cultivation and improvement of students’ comprehensive quality on KidsProgram classroom, under the guidance of STEAM education. In other words, in this class, students need to use engineering thinking to plan the whole project based on the understanding of scientific principles, design interfaces with artistic ideas, use mathematical knowledge for logical operations, and gradually solve technical problems with the above knowledge or methods in a comprehensive way.
Originality/value
The KidsProgram is a leading graphical programming tool platform in China in recent years. It deeply reconstructs the concept of Scratch designed by MIT. Graphic programming, a method of programming by dragging and dropping blocks containing natural languages, is different from traditional code programming. In this paper, the visualized cases in the class will be demonstrated in the “interface design” and “logic design.” This paper designs a course in STEAM education at distance via KidsProgram, hoping to provide some reference for other research on teaching of graphical programming tools.
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Lin Xiao, Ting Pan, Jian Mou and Lihua Huang
The purpose of this paper is to build a comprehensive structural model to demonstrate the interrelationships of factors influencing social networking service (SNS) fatigue and to…
Abstract
Purpose
The purpose of this paper is to build a comprehensive structural model to demonstrate the interrelationships of factors influencing social networking service (SNS) fatigue and to identify the varying degrees of influence.
Design/methodology/approach
A total of 14 factors influencing SNS fatigue are identified through an extensive literature review. Interpretive structural modeling (ISM) and Matrice d'Impacts Croisés Multiplication Appliqué à un Classement (MICMAC) analysis are employed to build a hierarchical model and classify these factors into four clusters.
Findings
The results revealed that ubiquitous connectivity and immediacy of feedback are key factors contributing to SNS fatigue through their strong influence on other factors. Privacy concern, impression management concern and work–life conflict lead directly to SNS fatigue. In contrast, system feature overload and system pace of change are relatively insignificant in generating SNS fatigue.
Originality/value
This study represents an initial step toward comprehensively understanding the interrelationships among the factors leading to SNS fatigue and reveals how determinants of SNS fatigue are hierarchically organized, thus extending existing research on SNS fatigue. It also provides logical consistency in the ISM-based model for SNS fatigue by grouping identified factors into dependent and independent categories. Moreover, it extends the applicability of the integration of the ISM and MICMAC approaches to the phenomenon of SNS fatigue.
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Fei Zhou, Jian Mou and Jongki Kim
This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS)…
Abstract
Purpose
This study argues that to drive users' continuance use behaviors, it is necessary to satisfy their desire for a meaningful experience when using information systems (IS). Therefore, this research explores the influencing mechanism by which gamified IS (immersive-related interaction, achievement-related interaction, and social-related interaction) impacts users' perceived benefits and continuance intention.
Design/methodology/approach
In this research, 367 users of Ant Forest are investigated in two waves through random sampling and the use of a structural equation model with SmartPLS 3.0 software.
Findings
The research results reveal the following: (1) both achievement-related interaction and social-related interaction can affect the user's continuance intention, while the direct impact of immersive-related interaction on the user's continuance intention is not supported; (2) users' perceived self-benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention; and (3) perceived social benefits fully mediate the relationships between achievement-related interaction and social-related interaction and users' continuance intention.
Originality/value
This study supports the retention effects of gamification design on users' continuance intention by evocating users' dual perceived benefits.
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Jack Shih-Chieh Hsu, Chao-Min Chiu, Yu-Ting Chang-Chien and Kingzoo Tang
Social media fatigue (SMF) has been widely recognized; however, previous studies have included various concepts into a single fatigue construct. Fatigue has typically been…
Abstract
Purpose
Social media fatigue (SMF) has been widely recognized; however, previous studies have included various concepts into a single fatigue construct. Fatigue has typically been explored from the stressor-strain-outcome (SSO) or stimulus-organism-response (SOR) perspectives. To further investigate SMF, the authors split it into the two constructs of exhaustion and disinterest. Furthermore, the authors introduced the concept of emotional labor and identified rules that may affect surface and deep acting strategies.
Design/methodology/approach
The authors designed and conducted a survey to collect data from social networking platform users.
Findings
Results from 364 users of social networking platforms supported most of the authors' hypotheses. First, most of the display rules affect the choice of deep or surface acting. Second, both types of acting lead to exhaustion, but only surface acting leads to disinterest. Third, discontinuance intention is affected by both types of fatigue.
Originality/value
This study contributes to SMF research by adding more antecedents (deep and surface acting) based on the emotional labor perspective and showing the impacts of communication rules on emotional labor. In addition, this study also distinguishes disinterest-style fatigue from exhaustion.
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As surely as night follows day, the internationalisation of securities fraud has followed the internationalisation of the world's securities markets. As a result, the US…
Abstract
As surely as night follows day, the internationalisation of securities fraud has followed the internationalisation of the world's securities markets. As a result, the US Securities and Exchange Commission has had to develop new investigative and enforcement tools. If a boiler room operator in another country defrauds investors in the US by means of the Internet, the telephone or the mails, the SEC's ability to investigate the activities in the foreign country depends on its ability to obtain information and documents from persons it is able to assert jurisdiction over in the US, or to obtain assistance of its foreign counterparts.
Talks about the cultural aspects of negotiating in China and compares this with Western approaches. Focuses on cultural factors (and the dominant role of Confucianism), followed…
Abstract
Talks about the cultural aspects of negotiating in China and compares this with Western approaches. Focuses on cultural factors (and the dominant role of Confucianism), followed by steps in the negotiating process. Explains Confucian ethics and how that translates into everyday behaviour of how to treat and address other people. Points out that the Chinese will only do business with people they know and trust, so the importance of first building good personal relationships cannot be overstated. Suggests ways to make a good first impression, including attending banquets and other social occasions, although that opens up a further behavioural minefield. Recommends viewing doing business with the Chinese as a marriage contract based on old‐fashioned courting, rather than in the West, where entering a business relationship could be deemed the equivalent of a marriage of convenience.
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Purpose – Since September 2001, most studies of terrorism have focused on the motives and operations of transnational terrorist groups, especially Islamist jihadi groups. Yet…
Abstract
Purpose – Since September 2001, most studies of terrorism have focused on the motives and operations of transnational terrorist groups, especially Islamist jihadi groups. Yet statistics from the past decade indicate that most terrorist attacks occurred within violent internal conflicts. Indonesia is a case in point. Following the fall of the Soeharto regime in 1998, terrorism became a hallmark of separatist and inter-communal violence that cost the lives of thousands of Indonesians. The aim of this chapter is to look beyond the jihadi-focused prism of terrorism studies and to examine the secessionist conflicts in Aceh and Papua to determine why and to what extent terrorism was used by the Free Aceh Movement (GAM) and the Free Papua Movement (OPM) respectively, and the role that economic factors played in the process.
Methodology – By synthesising the causes of violent internal conflicts and of terrorism, a framework of societal and organisational factors is constructed to explain why terrorism was used by GAM and OPM, and why, in the case of GAM it stopped, while in the case of OPM, it continues.
Findings – In general, socio-economic and political factors rather than religious ideology explain why terrorism was used by GAM and continues to be used by OPM in their respective secessionist conflicts. Economic grievances fuelled by resource exploitation and inequitable sharing of resource rents have been contributing factors.
Originality/value of chapter – The analysis departs from previous approaches, which have focused primarily on the causes and course of the conflicts themselves and not on when and why such conflicts have included terrorist attacks.
Lamei He, Jianping Zha, Jianying Tang, Ting Tan and Qiao Yu
Tourism is a labor-intensive sector with extensive links to other industries and plays a vital role in creating employment. This study aims to propose a new framework to analyze…
Abstract
Purpose
Tourism is a labor-intensive sector with extensive links to other industries and plays a vital role in creating employment. This study aims to propose a new framework to analyze the intrinsic structure of the employment effects of tourism-related sectors and their drivers.
Design/methodology/approach
This study uses input–output and structural decomposition analysis (IO-SDA) to quantify the employment effects of tourism-related sectors and their driving mechanisms based on China’s I-O tables of 2002, 2007, 2012 and 2017.
Findings
The results show a declining trend in the intensity of direct or indirect employment effects in tourism-related sectors, indicating a decreasing number of jobs directly or indirectly required to create a unit of tourism output. Among tourism-related sectors, catering has the highest intensity of indirect employment effects over the study period. Catering stimulates the indirect employment of agriculture, forestry, animal husbandry, fishery and food and tobacco manufacturing. The decomposition analysis reveals that final demand is the largest contributor to the increase in tourism employment, while technological progress shifts from an employment-creation effect in 2002–2012 to an employment-destruction effect in 2012–2017.
Originality/value
This study proposes a new analytical framework to investigate the structural proportional relationship between the direct and indirect employment effects of various tourism-related sectors and their dynamic changes. Doing so, it provides valuable references for policymakers to promote tourism employment.
旅游相关部门就业效应的驱动因素:以中国为例
摘要
研究目的
旅游业是一个劳动密集型部门, 与其他国民经济部门有着广泛的联系, 这在创造就业方面发挥着重要作用。本研究旨在建立一个框架, 分析旅游相关部门就业效应的内在结构及其驱动因素。
研究设计
本研究基于中国2002年、2007年、2012年和2017年的投入产出表, 引入投入产出和结构分解分析(IO-SDA)法量化了旅游相关行业的就业效应及其变化的驱动机制。
研究结果
旅游相关部门的直接或间接就业强度呈下降趋势, 可见创造一个单位的旅游产出所需的直接或间接工作数量在减少。在旅游相关部门中, 餐饮部门在研究期内的间接就业效应强度最高, 主要带动了农、林、牧、渔业和食品及烟草制造业的间接就业。旅游就业效应变动的驱动因素中, 最终需求是旅游就业效应增加的最大贡献者, 技术效应从2002-2012年期间的就业创造效应转变为2012-2017年期间的就业破坏效应。
研究原创性
本研究建立了一个全新的分析框架, 可以揭示各个旅游相关部门的直接和间接就业效应之间的结构比例关系及其动态变化。对旅游就业效应的驱动因素分析可以为政策制定者提供针对性的建议, 以促进旅游就业。
Factores que impulsan los efectos del empleo en los sectores relacionados con el turismo: El caso de China continental
Resumen
Propósito
El turismo es un sector intensivo en mano de obra con amplios vínculos con otras industrias y desempeña un papel vital en la creación de empleo. Este estudio propone un nuevo marco para analizar la estructura intrínseca de los efectos en el empleo de los sectores relacionados con el turismo y sus impulsores.
Diseño/metodología/enfoque
Este estudio utiliza el análisis de entrada-salida (input-output) y de descomposición estructural (structural decomposition) (IO-SDA) para cuantificar los efectos sobre el empleo en los sectores relacionados con el turismo y sus mecanismos impulsores, basándose en las tablas input-output de China de 2002, 2007, 2012 y 2017.
Conclusiones
Los resultados muestran una tendencia a la baja en la intensidad de los efectos directos o indirectos del empleo en los sectores relacionados con el turismo, lo que indica un número cada vez menor de puestos de trabajo directos o indirectos necesarios para crear una unidad de producción turística. Entre los sectores relacionados con el turismo, la restauración tiene la mayor intensidad de efectos indirectos sobre el empleo durante el periodo de estudio. La restauración estimula el empleo indirecto de la agricultura, la silvicultura, la ganadería, la pesca y la fabricación de alimentos y tabaco. El análisis de descomposición revela que la demanda final es la que más contribuye al aumento del empleo turístico, mientras que el progreso tecnológico pasa de ser un efecto de creación de empleo en 2002-2012 a un efecto de destrucción de empleo en 2012-2017.
Originalidad/valor
Este estudio propone un nuevo marco analítico para investigar la relación estructural proporcional entre los efectos directos e indirectos del empleo de varios sectores relacionados con el turismo y sus cambios dinámicos. De este modo, proporciona valiosas referencias para que los responsables políticos promuevan el empleo en el sector turístico.
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Focuses on two key aspects of the rule of law – equality before the law and the universal application of the same system of law to all people – and examines these requirements in…
Abstract
Focuses on two key aspects of the rule of law – equality before the law and the universal application of the same system of law to all people – and examines these requirements in the context of the European Works Council (EWC) Directive, aimed at establishing a European‐wide legal framework for transnational information and consultation. Looks at the philosophy behind the EWC concept, discussing its historical context, the rationale for its adoption, its provisions and certain implementation problems, and considers the implications and consequences of the Directive for the UK, which is in the process of adopting it. Spotlights three problematic areas relating to recognition and employee representation, the potential consequences of late implementation and uniting different employee representative arrangements, and identifies three aspects of inequality relating to both employers and employees that appear to breach the rule of law. Concludes that the Directive represents a first step towards achieving true employee participation and a transnational industrial relations system.
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Jung-Chieh Lee and Liang nan Xiong
Compared to traditional (domestic) e-commerce consumers, cross-border electronic commerce (CBEC) consumers may face greater information asymmetry in the CBEC purchase process…
Abstract
Purpose
Compared to traditional (domestic) e-commerce consumers, cross-border electronic commerce (CBEC) consumers may face greater information asymmetry in the CBEC purchase process. Given this background, however, the literature has paid limited attention to the informational antecedents that influence consumers' perceptions of transaction costs and their CBEC purchase intentions. To fill this gap, this study integrates the elaboration likelihood model (ELM) and transaction cost theory (TCT) to develop a model for exploring how product (website informativeness, product diagnosticity and website interactivity as the central route) and external (country brand, website policy and vendor reputation as the peripheral route) informational antecedents affect consumers’ evaluations of transaction costs in terms of uncertainty and asset specificity and their CBEC purchase intentions.
Design/methodology/approach
This study employs a survey approach to validate the model with 766 Generation Z CBEC consumers based on judgment sampling. The partial least squares (PLS) technique is adopted for data analysis.
Findings
The results show that all the proposed central and peripheral informational antecedents reduce consumers’ perceptions of uncertainty and asset specificity, which in turn negatively influences their CBEC purchase intentions.
Originality/value
Through this investigation, this study increases our understanding of how product and external informational antecedents affect consumers’ evaluations of transaction costs, which subsequently determine their CBEC purchase decisions. This study offers theoretical contributions to existing CBEC research and has practical implications for CBEC organizations and managers.