This paper will explore the university campus community’s perspective towards the realization of a zero-waste campus. A qualitative approach is employed to identify the factors influencing the campus community’s awareness and participation in solid waste management (SWM). Perceptions, attitudes, beliefs, opinions, and ideas of Universiti Sains Malaysia (USM) campus community members are explored in focus group discussions (FGD) to determine the main factors influencing their zero-waste pro-environmental behaviour (PEB). The in-depth interview (IDI) is used to learn more about the university campus community’s perspectives on the themes defined by the FGD. The instruments were developed based on the adaption and adoption of previous studies, especially in reference to Kollmuss and Agyeman’s 2002 Model of Pro-Environmental Behaviour and a modified Knowledge-Attitude-Practices model. The findings show that environmental goals, environmental education, personal waste-related experience, environmental policy, environmental self-awareness, reinforcement contingencies, community engagement, social responsibilities, exemplary leadership, and social media influence the campus community’s zero-waste PEB. A framework based on an adaptation of Kollmuss and Agyeman’s model of pro-environmental behaviour is proposed to promote sustainable pro-environmental behaviour towards a Zero-Waste Campus.
Object-oriented has been widely used in software development. Hence, learning object-oriented concepts is crucial in undergraduate Computer Science or Information Technology programs. Learning object-oriented programming requires high concentration to understand the whole concepts before embarking on the practical aspect. It could be difficult for some students especially novices. In addition, lecturers might not be able to explain the subject effectively due to many factors. This research aims to justify and investigate more aspects to support the understanding of object-oriented concepts through games. Game is one of the approaches that could attract students' attention and increases their focus in learning object-oriented theory and practice. This paper reports a feasibility study using a controlled experiment that investigated the effect of using games in learning object-oriented programming among Computer Science students. The findings show that learners prefer using game as compared to traditional approach of teaching. Based on the study, we propose a more effective game-based approach to support the students in learning object-oriented concepts and programming.
The emergence of the Internet era leads to the widely used of Web-based applications. Diverse demographic of users requires Web applications to have the features that enable different level of users to learn and understand their functionalities easily and instantly. Thus, a Web application that is learnable and understandable allows users to interact better and gain more advantages of using the Web application. Users' interactions with a system often reflect users' knowledge and understanding of the system. By studying users' interactions, Web developers can provide guidance to users, which promote the learnability and understandability of a Web application. The aim of this paper is to improve usability in the aspects of learnability and understandability through user interface design of a Web application. This paper proposes an action-based technique to improve users' learnability and understandability by studying users' interactions while they are interacting with the user interface of a Web application. Web developers can apply the proposed technique in designing a more usable Web application in the future.
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