A qualitative study of older women living in their own homes and older women living in aged care facilities found that the concerns of the women living in their own homes were the realities of life for the residents in the aged care facilities. Twenty-five female residents across two facilities and 11 older women living in their own homes were interviewed. The positive outcomes of aging at home are relevant and desirable for residents of aged care facilities. A smooth transition from community living to residential aged care involves retaining some of these positive aspects of their lives.
Over the past few years, there has seen some renewed serious interest in comics in terms of the humour and narrative aspect. However not much can be said of comics as a representation of the cultural mores of the community. This study looks at how a local comic writer frames his subjective viewpoints, and how he stages them graphically and visually in his comics. Using Rodriguez and Dimitrova's (2011) four-tiered model, this paper sets out to analyse how Lat frames culture in his comics in 5 selected comic strips culled from online sources. The findings indicated that Lat has a tendency to frame his cartoons in terms of a Malaysianised landscape. Of interest is the way in which he portrays the Malaysian as a melting pot of multi-cultural community through a sharp and yet seemingly tongue-in-cheek portrayal of their values and behaviours.
This study aims to identify the effect of Edu-Environment digital game in teaching Form 1 students in learning topics about recycling in Seremban secondary school. Quasi-experimental method was applied in this study. The total of 80 students were employed as samples. In this research, students are divided into two different groups which are the controlled and the experimental. Each group is given different treatment where the controlled group is given traditional approach method and the experimental group use the gamification approach method. At the early stage, the two groups of students are given pre-test. The results of the pre-test show there isn't any significant differentiation between the two groups. Based on the findings from the pre-test, controlled group indicated the pre-test with the min=9.60 meanwhile the experimental group indicated the pre-test with the min=9.88. According to the result, experimental group indicated that the scores were significantly higher after playing the game with a p-value= 0.00 and using a level of significance of 0.05 (p<0.05). This is a statistically significant result which shown there is a statistically significant difference between the scores after playing the game (M=15.00) than the ones before (M=9.88). Therefore, the gamification approach method shows a better improvement in the students' score in the recycling topics compared to the traditional method. Overall, digital game contributed positive impact to government in encouraging teacher using and apply ICT in their teaching lesson. Besides this, this approach also help the students to be more active, increase their self-confidence and their thinking skills.
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