Global Journal of Information Technology Emerging Technologies
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111
(FIVE YEARS 30)

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2
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Published By Sciencepark Research Organization And Counseling

2301-2617

Author(s):  
Osman Gazi Yildirim ◽  
Nesrin Ozdener ◽  
Ali Geris

Students' widespread use of games has attracted scientists' attention, and it has been a matter of curiosity whether games can be used in education. The primary purpose of this descriptive study is to examine gamification user types of university students. In addition, the digital game playing characteristics and preferences of students were identified. The participants comprised one hundred and eighty-one (181) university students enrolled at a state university in Turkey. An online questionnaire prepared by researchers and the Gamification User Types Hexad Scale were used as data collection tools. Descriptive statistics (mean, percentage, frequency), Kruskal Wallis H, and chi-square analysis were utilized for data analysis. The results revealed that the highest ratio of students stemmed from achievers, philanthropists, and players. Furthermore,  participants mostly preferred to play online games, and most of the students played digital games daily. Keywords: Digital games, game preferences, game genre, gamification user types.


Author(s):  
Shakir Karim ◽  
Raj Sandu ◽  
Mahesh Kayastha

Artificial Intelligence (AI) is the greatest development and promise in the present technology world, as it promises big contribution, massive changes, modernization, and coordination with and within people’s progressing life. This paper aims to provide an analysis of Jordan health care that are co-connected and interconnected with the consequences formed by Artificial Intelligence (AI) and focuses on the strengths and weaknesses of adopting AI in health sector. It also discusses the local awareness and familiarization of Artificial Intelligence (AI) in Jordan healthcare providers and gives a consistent assessment of current and future best practices. Data was gathered by using interviews from Jordan IT and health care providers. The investigation found that AI is consistently changing the way healthcare is to be directed in Jordan. AI can provide solid healthcare services to the stakeholders. As a developing country, Jordan has not fully adopted Artificial Intelligence (AI) in its healthbsector.   Keywords: Artificial Intelligence (AI); Challenges; Health care System; Jordan; Opportunities  


Author(s):  
Monica Cristina Garbin ◽  
Edison Trombeta de Oliveira ◽  
Simone Telles

In the last decades, technologies have been adopted by Higher Education Institutions, all over the world, as tools to approach new pedagogical practices for their programs. This paper aims to present an experience on the use of tools for communication, interaction and collaboration in a project-based learning on distance education. The project is developed virtually, with students organized in groups in order to develop a solution to a real problem. Therefore, with the use of technology, it is intended to provide those involved with forms of communication and interaction. Technologies in a context like this are considered strong allies of the teaching process developed under the perspective of collaborative work and the development of student autonomy. The collected data show results that indicate the used tools have promoted collaboration between the students, who have learned by developing solutions to problems.        Keywords: Higher education; distance education; collaborative learning.    


Author(s):  
Ruixuan Ji

There is a large amount of data accumulated in management systems in universities and information hidden in these large amounts of data is not fully tapped and applied. Using data mining techniques in education research can help in the extraction of many valuable patterns from the data. The purpose of this article is to analyze the linear relation between the students’ total score of College English Test-Band 4 (CET-4) and scores in each part of the test, using Support vector machin.e (SVM) to classify students' CET-4 performance in each part. The research collected data with questionnaires and analysis was carried out with the help of SPSS. The result showed that the main factors that affect the CET-4 results are previous experience of learning English, attitudes toward the test and time spent on learning English per day.   Keywords: CET-4 score; Educational data mining; SVM classification; Influence factors


Author(s):  
Wenjuan Xu

Computer forensics is not only important for the security professionals in the forensics field, it also can help the information technology professionals working in the network administration, system management and other related fields. Our department has a computer forensics course offered for the undergraduate students to prepare them to be successful in their future career.  In this paper, we introduce our forensics course design, especially, we explain our course hands-on activities, which include the labs and the projects for practicing the computer forensics related programming and the existing tools using.


Author(s):  
Powel Maxwell Worimegbe ◽  
Ikechukwu Federick Muo

The study examined the effect of digital banking on competitiveness in deposit money banks in Nigeria. The study revealed that there are types of measures of digital banking. These measures are the internal and external digital banking. The measures of competitiveness used in the study are value-added services, quality of service and innovation. The descriptive survey design was employed. The primary source of data was used, and a 7-point Likert scale questionnaire was administered to 312 respondents. Data were analysed using the structural equation model. The results reveal that digital banking affects competitiveness in Nigerian deposit banks. The result further reveals that internal digital banking is the most significant variable in digital banking, while innovation is the most significant variable in measuring competitiveness. The study recommends that deposit money banks invest more in digital banking, especially their internal process, because this will give them a competitive advantage by adding value to customers, increasing quality of services and making them more innovative.   Keywords: Digitalisation, competitiveness, dynamic capabilities, value added, innovation.


Author(s):  
Nadezhda Sivrikova

The study of the correlation between cyberloafing behaviour and the features of teenage media use became the goal of this research. A total of 121 teenagers (13–15 years old) participated in the survey. There were 61 boys and 60 girls. The results of the study showed that the phenomenon of cyberloafing is not widespread among schoolchildren in Russia. Most often, during lessons, teenagers search the network for the information they need or to communicate. The most popular sources of information for adolescents are the Internet, books and television. The results of the study show that the formation of cyberloafing behaviours is associated with quantitative and qualitative features of adolescent media consumption. The level of cyberloafing depends on media competence, as well as on the characteristics of the perception and processing of media information. The limitations of the presented study are discussed in the final part of this article.   Keywords: Cyberloafing, media use, generational psychology, adolescents, teenagers.


Author(s):  
Ramiz Salama ◽  
Mohamed Elsayed

A game engine is an ongoing thread that helps us in making and designing beautiful games with the simplest methods and least resources. Game engines support a wide variety of playing platforms that can translate the game designed into a playable game in different platforms like PlayStation, PC, Xbox, Android, IOS and Nintendo. There is a wide variety of game engines that suits every programmer and designer working on engines such as Unity game engine, Unreal game engine and construct game engine. In order to make a game one has to learn how to code in one of these engines. From our results, Unity has everything you need to create games in one place. It has an integrated development framework that creates rich solutions and out-of-box functionality to make games. This paper recommends making a decision one has to look at, such as what platforms one wants to target and how one can plan on monetising their product.   Keywords: Game engine, compare engine, Unity game, Unreal game, platforms.


Author(s):  
Jorge Lino Alves ◽  
Selma Regina Martins Oliveira

This article aims to contribute to a new planning policy in the development of innovative products. To do so, it presents a new modelling proposal to integrate technological innovation and new product development in a company of the traditional pewter sector in Portugal, under innovation discontinuities, carried out according to the following stages: Phase 1: Modelling of the information needs in product development process; Phase 2: Determining of technology integration dimensions to the product; and Phase 3: Evaluating the performance of technology integration dimensions to the product. A case study was conducted in a company of traditional tin sector in Portugal. The investigation was helped by the intervention of specialists. In order to reduce the subjectivity in the obtained results, the methods of Categorical Judgment Law, Artificial Neural Networks, the multi-criteria Electre III methods, compromised programming and Promethee II, multivariate analysis and the neuro fuzzy technology were used. The results were satisfactory, validating the present proposal.   Keywords: Modelling proposal, planning, integration, technological innovation, new product development, traditional pewter sector.  


2020 ◽  
Vol 10 (2) ◽  
pp. 158-168
Author(s):  
Mochamad Hanafi

A website is needed by the government as one of the e-government’s media on public service. This study aimed to determine the effectiveness of the website provided by the special region of Yogyakarta’s provincial government as e-government media on public services. This research used descriptive qualitative design through the analysis results of interviews, observations and documentation. The findings showed that the Provincial Government had determined the audience. The content has tried to serve some needs. The two-way interaction fits the needs of the audience but not fast response. A website is easy to use but there are weaknesses, such as upgrade efforts, creative ideas and innovations. From their aspects, the website of the Provincial Government of Yogyakarta, Indonesia has not been fully effective as an e-government media on public services. For improvement, the special region of Yogyakarta’s provincial government should always continue making innovation to its website following the audience’s needs with the aim to make it more interesting and valuable.   Keywords: Effectiveness, website, e-government.


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