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.
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.
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.
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.
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
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.
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.
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.
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.
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.