While online learning has always faced criticism regarding social issues such as the lack of engagement, interaction, and communication, the COVID-19 social distancing has increased the public’s concern and criticism. Therefore, the purpose of this research was to investigate and model the social factors affecting students’ satisfaction with online learning. The proposed research model was constructed based on the extensive review of relevant literature to determine the critical social factors examined and validated in this research. The data were collected from a total of 258 students using a quantitative method approach. A structural equation modeling technique was utilized in analyzing the obtained data. The findings of the study reveal that all proposed social factors namely social presence, social interaction, social space, social identity, social influence, and social support were found to significantly affect the students’ satisfaction with online learning. The examined factors account for about 56% of the total variance in students’ satisfaction. Several suggestions and recommendations are provided in line with study limitations.
Abstract-Segmentation is the process of extracting points, lines or regions, which are then used as inputs for complementary tasks such as registration, measurement, movement analysis, visualization , etc in MRI. The noise in MR images degrades the image quality and also affect on the segmentation process which can lead to wrong diagnosis. The main aim of this study is to suggest a system to enhance the quality of the human brain MRI. In the proposed system, median filter is used for image enhancement of brain MRI and fuzzy c-means for segmentation purpose. The proposed method is completely automatic that is there is no user involvement in the proposed system. The system is tested on different kinds of brain MR images and proved robust against noise as well as segments the images fast with improvements.Index Terms-Dunn's index, fuzzy c-means (FCM), image segmentation, median filter.
Abstract-The Ministry of Higher Education invests a significant sum of amounts in projects of the higher learning institutions but the success rate is still limited. Majority project continues to fail in achieving their objectives even with a good resource of project management and ultimately get scrapped. The main goal of this study is identification of project failure factors by an examination of higher learning institutional projects. The data were collected from projects of higher learning institutions of Saudi Arabia by conducting interview and distribution of structured questionnaire among project managers. The result showed that procedure for processing of project approval and release of funds has an unfavorable impact on the development project such as poor control, delayed project implementation, and checking system etc. In the same way, when projects are designed to poorly be short of the major characteristics of planning such as objectivity, feasibility, appraisal and detail cost forecasting. Therefore the project deficient a quality management system and bring about the main reasons for project failure. The solution requires a method to evaluate and identify the various significant factors that causes project failure and their mutual association. The validation of the conceptual solution has led to the conclusion that a systematic and holistic approach would improve the overall success rates of project and a project manager would be notified of problems during all phases of project life cycle.Index Terms-Project management, project failure factors, higher learning institutions, risk factors, project planning.
Currently, one of the main concerns among teachers is to prepare a generation that emulates the knowledge society, and has the ability to keep pace with the renewed global changes; during creating socially interactive and constructivist learning environments such as gamified environments. The implementation of gamification in education needs to be carefully designed, which assures the importance of investigating the factors affect its use in education. Thus, this study aims to identify the factors that influence the success of applying web-based gamification in the educational process using a questionnaire adopted from the GAMEX scale. A total of 249 female English teachers participated in this study. To achieve the aims of this research, the researcher used the analytical descriptive method. The results showed that the most effective factors in the success of applying web-based gamification were entertainment, engagement, comprehension, creative thinking and the absence of a negative effect.
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