Analysis of Business Issues and Ethical Compliance of Uber’s Branding Strategy DOI Creative Commons

Xiong Ye,

Jiarui Jiao,

Jiali Wang

et al.

BCP Business & Management, Journal Year: 2022, Volume and Issue: 21, P. 57 - 62

Published: July 20, 2022

Nowadays, the sharing economy has become a business development trend. For example, although Uber brings many conveniences to our daily life, it also faces commercial issues such as how deal with labor relations drivers. This essay will explore whether is ethical for treat drivers contractors based on perspective of justice and relationship-based theories executives can take measures enhance its brand image. And in last chapter, recommendations environment information technology are provided.

Language: Английский

Determination of Factors Influencing the Behavioral Intention to Play “Mobile Legends: Bang-Bang” during the COVID-19 Pandemic: Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business DOI Open Access
Ardvin Kester S. Ong, Yogi Tri Prasetyo,

Kirstien Paola E. Robas

et al.

Sustainability, Journal Year: 2023, Volume and Issue: 15(4), P. 3170 - 3170

Published: Feb. 9, 2023

The rise of mobile games during the COVID-19 pandemic era was evident, especially in Asia. One most popular online that has been evident across world due to its live worldwide competition is “Mobile Legends: Bang Bang” (MLBB). This study aimed determine factors influencing behavioral intention play MLBB by utilizing integrated model UTAUT2 and System Usability Scale (SUS). A total 507 players voluntarily answered an questionnaire consisted 69 items. Through convenience sampling, survey collected from November 2021–January 2022 different social media platforms. Several such as hedonic motivation, effort expectancy, performance perceived usefulness, security, usability, facilitating conditions, influence, habit, intention, SUS were considered this study. Using Structural Equation Modeling (SEM), results showed habit significant factor followed motivation. In addition, it when application free resources are available, then continuous patronage will be considered. In-game may capitalized on developers after gaining these habits motivations among users. first evaluated models pandemic. could beneficial for entice users team entertainment-based applications. Finally, extended applied other applications worldwide.

Language: Английский

Citations

15

Beyond play: a comparative study of multi-sensory and traditional toys in child education DOI Creative Commons

Yijun Fan,

Daphne Khee Chong,

Yuanzhe Li

et al.

Frontiers in Education, Journal Year: 2024, Volume and Issue: 9

Published: March 4, 2024

As educational paradigms evolve, the integration of multi-sensory theory into design children’s toys presents a promising avenue for enhancing learning experiences. This paper explores efficacy in improving attraction, interest, and efficiency through systematic review pilot empirical study. The study specifically assesses hypothesis that significantly increase engagement outcomes compared to traditional toys. Conducted with diverse group children aged 3–6 Guangzhou Shenzhen, China, research employs both quantitative qualitative methodologies, including metrics observational studies. findings suggest not only hold potential augment experiences but also require careful consideration individual styles preferences. concludes discussion on implications future toy design, emphasizing need continued innovation personalization development cater multifaceted needs young learners.

Language: Английский

Citations

5

Overviews of Internet of Things Applications in China’s Hospitality Industry DOI Open Access
Mengyuan Chen, Zheng Jiang,

Zezheng Xu

et al.

Processes, Journal Year: 2022, Volume and Issue: 10(7), P. 1256 - 1256

Published: June 24, 2022

During the current post-epidemic period, hygiene requirements and health needs in hospitality industry keep increasing, consumers become more concerned about cleanliness of hotels have stronger demands for contactless services hotels. The growth popularity IoT technology China make it accessible to a wider range service industries provides basis application industry. devices mainly includes intelligent robots, guest control, systems, etc., which helps realize This research reviews entire development cycle industry, from founding, development, expansion companies their IPO post-IPO maturity. From perspective combined with technology, we can cope changing models, business operation modes efficiently. will move towards humanization service-orientation. Through role human–machine linkage reasonable management equipment, reasonably promote efficiency manual work, while injecting “warmth” “quality” into equipment.

Language: Английский

Citations

18

Torn Between Two Lovers: The Plight of Students Hooked on Mobile Games DOI Creative Commons

Detchie Van Compania,

Judith Rabacal

Published: March 18, 2025

This study explored the plight of students hooked on mobile games to determine challenges and strategies in balancing gaming academic responsibilities factors contributing addiction. The was conducted provide interventions mitigate negative impacts promote a balanced, healthy lifestyle for students. used an exploratory sequential mixed-methods research design, effectively combining strengths qualitative quantitative approaches understand students’ experiences comprehensively. junior high school students, with ten phase 161 thirteen secondary schools Division Escalante City, Negros Occidental, who excessively play (Mobile Legends, Call Duty, Roblox, Minecraft). data were analyzed Phase 1 determined three emergent themes: Theme 1, Challenges Balancing Mobile Gaming, Academic Responsibilities, which included difficulties managing their time, assignments or tasks, facing various health problems. 2: Strategies Gaming Responsibilities encompassing self-regulation skills such as self-discipline, time management, goal-setting, prioritization. 3: Contributing Factors Addiction, attachment between game player, social dynamics, mechanics features, enjoying leisure fighting boredom. findings develop survey questionnaires, verified results during 2. Most participants avidly played male rather than female is prevalent among adolescents aged 12-14, most preference Legends: Bang Bang, followed by Duty (COD). enhanced through comprehensive analysis integration; serve basis educational leaders, teachers, policymakers thorough understanding impact gaming, effective addiction

Language: Английский

Citations

0

A Usability Evaluation of a Serious Game for Tackling Bullying and Cyberbullying in Primary Education by Pre-service Teachers DOI Creative Commons
Alejandro Martel-Santana, Marta Martín del Pozo

Technology Knowledge and Learning, Journal Year: 2025, Volume and Issue: unknown

Published: May 19, 2025

Language: Английский

Citations

0

Learn biology using digital game-based learning: A systematic literature review DOI Open Access
Risya Pramana Situmorang, Hadi Suwono, Munzil Munzil

et al.

Eurasia Journal of Mathematics Science and Technology Education, Journal Year: 2024, Volume and Issue: 20(6), P. em2459 - em2459

Published: May 30, 2024

The implementation of digital games in biology education has steadily increased over the past decade. utilization simulation-based learning tools, such as games, is anticipated to be further enhanced due increasing shift toward virtual learning. This review aims explore existing scientific evidence and analyze effectiveness incorporating a tool education. research methodology was systematic literature game-based (DGBL) term “digital education” utilized search interface Scopus database, identifying 1,241 articles. However, only 56 articles adhered stipulated criteria for subsequent analysis. Preferred reporting items reviews meta-analyses framework employed process inclusion exclusion. A discernible trend escalating publications been observed findings indicate that DGBL expanded widely, encompassing all levels education, from elementary higher even applied professional Researchers primarily utilize quantitative methods, although qualitative methods are employed. found complexity requires interdisciplinary collaboration involving science, biomedical, technology experts. In terms content, used teach students about basic practical applications biology, biomedical science. Genetics, environment, healthcare emerged most frequently addressed subjects taught using DGBL. Trends usage include various platforms like computer-based, internet-based, mobile-based, with elements gaming social interaction align demands 21<sup>st</sup> century skills. integrates several constructivist approaches experiential learning, problem-based, inquiry-based, inquiry-lab. Research showed encourages development skills simulated settings real-life situations.

Language: Английский

Citations

3

The effect of educational mobile games on learning performance: a meta-analysis and research synthesis DOI
Ahmed Tlili, Michael Agyemang Adarkwah, Soheil Salha

et al.

Interactive Learning Environments, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 23

Published: Jan. 31, 2024

While several studies have investigated the effects of educational games in education, less attention has been paid specifically to mobile education. To address this gap, study conducted a meta-analysis and research synthesis 38 (N = 3302 participants) investigate on students' learning performance. The analysis included field level setting, intervention duration, device type as moderating variables obtained effects. findings revealed that large effect (g 0.97) performance, with puzzle having largest 1.32) Additionally, found can be moderated by variables, including type. help various stakeholders (e.g. educators game designers or developers) choosing appropriate taking into consideration related confounding factors.

Language: Английский

Citations

2

Development and validation of a scale for streaming dependence (SDS) of online games in a Peruvian population DOI Creative Commons
Liset Z. Sairitupa-Sanchez,

Alejandra Collantes-Vargas,

Oriana Rivera‐Lozada

et al.

Frontiers in Psychology, Journal Year: 2023, Volume and Issue: 14

Published: Aug. 24, 2023

Addiction to online video game streaming has become one of the most appealing ways occupy leisure time and is popular activities. The satisfaction it provides invested in are two main reasons why preferred. However, despite clear benefits that this activity offers, some cases, excessive use can lead personal and/or family problems or abuse.The objective study was develop validate a scale measure potential traits dependence on streaming. participants were 423 Peruvian adults aged between 18 47 years (M = 22.87, SD 5.02). Streaming Dependence Scale (SDS) developed based literature review, exploratory factor analysis (EFA) confirmatory (CFA) conducted.The showed adequate internal consistency (α, CR, ω, H > 80). Confirmatory confirmed one-dimensional structure (χ2 10.250, df 5; p 0.068; CFI 0.98, TLI 0.96, RMSEA 0.06, SRMR 0.05).The brief SDS valid reliable be used as useful tool identify evaluate dependence.

Language: Английский

Citations

4

Correlation among game addiction, achievement emotion, and learning motivation: A study of Indonesian youth in the context of e-learning system DOI Creative Commons
Rona Nisa Sofia Amriza, Siti Jamiatul Husnaini,

Aruga Yudish Firmansyah

et al.

Research and Practice in Technology Enhanced Learning, Journal Year: 2023, Volume and Issue: 19, P. 027 - 027

Published: Nov. 13, 2023

This study investigated the correlation between game addiction, achievement emotions, and motivation in e-learning context. research collected data through an online questionnaire that briefly explained study’s aim, demographic questions, Game Addiction Scale (GAS), e-Learning Achievement Emotion Questionnaire (eLAEQ), Motivation (eLMS). 607 high school, undergraduate, graduate students participated this — Data analysis involved utilization of structural equation modeling. The findings reveal addiction substantially impacts positive negative emotions intrinsic extrinsic learning motivations. Moreover, significantly affect Conversely, have a substantial impact on but not motivation.

Language: Английский

Citations

4

Physics Learning Media Based on Mobile Learning on the Android Platform to Increase Student’s HOTS DOI Open Access

Dian Rif'atul A'yun,

İnsih Wilujeng

Jurnal Penelitian Pendidikan IPA, Journal Year: 2024, Volume and Issue: 10(8), P. 4470 - 4479

Published: Aug. 25, 2024

This research was motivated by the need for media learning physics that can be used anytime and anywhere to improve students' HOTS skills, researchers designed based on mobile Android platform. study aims to: develop designing valid, effective practical students. The subjects were students of class X MIPA at MAN 3 Sleman. instruments are questionnaires tests. uses development or what is known as Research Development (R&D) with ADDIE model consisting 5 (five) stages, namely Analysis, Design, Development, Implementation, Evaluation. results validity test from material experts obtained platform included in eligibility criteria which very valid could used. practicality users found physics-based criteria. As effectiveness product developed, it improving skills.

Language: Английский

Citations

1