Topic Review
Ethnomathematics in Mathematics Education
Ethnomathematics is broadly defined as the study of the relationship between culture and mathematics. It is used to describe the ways in which mathematics is practiced among similar and dissimilar cultural groups.
  • 7.4K
  • 31 May 2022
Topic Review
Literacy
Literacy is traditionally defined as the ability to read and write. In the modern world, this is one way of interpreting literacy. A more broad interpretation is literacy as knowledge and competence in a specific area. The concept of literacy has evolved in meaning. The modern term's meaning has been expanded to include the ability to use language, numbers, images, computers, and other basic means to understand, communicate, gain useful knowledge, solve mathematical problems and use the dominant symbol systems of a culture. The concept of literacy is expanding across OECD countries to include skills to access knowledge through technology and ability to assess complex contexts. A person who travels and resides in a foreign country but is unable to read or write in the language of the host country would also be regarded by the locals as illiterate. The key to literacy is reading development, a progression of skills that begins with the ability to understand spoken words and decode written words, and culminates in the deep understanding of text. Reading development involves a range of complex language underpinnings including awareness of speech sounds (phonology), spelling patterns (orthography), word meaning (semantics), grammar (syntax) and patterns of word formation (morphology), all of which provide a necessary platform for reading fluency and comprehension. Once these skills are acquired, the reader can attain full language literacy, which includes the abilities to apply to printed material critical analysis, inference and synthesis; to write with accuracy and coherence; and to use information and insights from text as the basis for informed decisions and creative thought. The inability to do so is called illiteracy or analphabetism. The United Nations Educational, Scientific and Cultural Organization (UNESCO) defines literacy as the "ability to identify, understand, interpret, create, communicate and compute, using printed and written materials associated with varying contexts. Literacy involves a continuum of learning in enabling individuals to achieve their goals, to develop their knowledge and potential, and to participate fully in their community and wider society".
  • 3.9K
  • 05 Dec 2022
Topic Review
COVID-19 Pandemic Impact Tourism Stakeholder
The impact of the COVID-19 pandemic on the tourism industry is still sustained, and the response of the tourism industry is an indispensable element that is increasingly recognized. This response has led to the emergence of literature about the impact of COVID-19 on the stakeholders of the tourism industry, thereby contributing to the industry. Nonetheless, criterion factors and investigated practices on the implementation of decision-making by stakeholders in the tourism industry have not been fully explored. Practically, the irresistible risk industry is already synonymous with tourism. Indeed, it is an unstable industry. 2003, 2 million tourists reduce of SARS. 2009, Global Economic Crisis tourist 37 million reduce. 2020, the COVID-19 pandemic, the world's borders are blocked, all international travel is stopped, and the mobility of tourists is prohibited. However, effective decision-making is lacking, and few studies have determined the solutions in the tourism industry of stakeholder. How the tourism industry survives under the crisis context is an urgent issue.
  • 1.9K
  • 11 Aug 2021
Topic Review
Chemish in Chemistry Teaching and Learning
Chemish, as defined by Markic & Childs as the scientific language of chemistry, is essential for communicating in and understanding chemistry. At the same time, Chemish is one of the major difficulties in teaching and learning chemistry in the school context.
  • 1.0K
  • 26 May 2022
Topic Review
Serious Games and Mathematics
The possibilities that serious games offer have been an area of ​​increasing interest in recent years in the field of education. Unlike video games, which are created for entertainment purposes, serious games focus on the educational aspect in one of the possible developments that this type of software is capable of offering. The serious games recover characteristic elements of the free time of the students and take them to the classroom, generating an experience that favors learning.
  • 857
  • 25 Jun 2021
Topic Review
Digital Game-Based Support for Learning The Phlebotomy Procedure
Practice-based training in education is important, expensive, and resource-demanding. Digital games can provide complementary training opportunities for practicing procedural skills and increase the value of the limited laboratory training time in biomedical laboratory science (BLS) education. The Digital Game-Based Learning (DGBL) application has been taken as an engaging and effective learning method for learning how to perform the phlebotomy procedure, and even—for some students—to reduce phlebotomy-related anxiety. The game motivated students to train more, and teachers were positive towards using it in education.
  • 674
  • 23 May 2022
Topic Review
Education on Sustainable Development Goals
Sustainable development goals express a spatial concern about the main challenges facing the world today: ecological, economic, social, and political. Geography is the science of place (of where). Education for sustainable development is the responsibility of many educational and social agents, although there is a broad consensus that universities play a fundamental role as institutions training qualified professionals; building the capacity of new generations; and mobilizing young people who, once in the workplace, can multiply the effects of their actions and decisions to contribute to the achievement of the SDGs. 
  • 645
  • 05 May 2022
Topic Review
I4.0, Servitisation, and Circular Economy
Industry 4.0 (I4.0) technologies have been highlighted in recent literature as enablers of servitisation. Simultaneously, businesses are advised to implement a circular economy (CE) to bring new opportunities. However, it is pertinent to mention that little attention has been given to assess the role of I4.0 in adopting the CE and servitisation in a fully integrated manner. This research fills this gap by developing a conceptual framework through a systematic literature review of 139 studies investigating the relationship between the I4.0, CE, and servitisation. This study identifies the impact of these variables on a firm’s operational and financial performance (revenue stream, growth, and profitability). Our research findings advocate that adopting I4.0 technologies to the business and manufacturing model enables sustainability, energy and resource efficiency while enhancing performance and offering innovative products through smart services. Thus, firms must systematically adopt I4.0 technologies to support a CE model that creates value through servitisation. This study identifies the research gaps that are unexplored for practitioners and future researchers while providing insight into the role of I4.0 in implementing CE in the servitisation business model.
  • 630
  • 23 Jun 2021
Topic Review
Disaster Risk Reduction Education
The integration of disaster risk reduction efforts with natural science learning tools can effectively increase students’ preparedness in facing disasters. Learning tools developed for students might include syllabus, lesson plans, student worksheets, and handouts. In addition, the design of inclusive tools for disaster education programs focused on children and young people with disabilities needs to be worked with a differentiated instruction strategy so that their perceptions and knowledge regarding disasters and their role to build resilience is proper for their reality.
  • 622
  • 15 Dec 2021
Topic Review
Augmented Reality in Professional Training
Professional training is defined as a set of behaviors and acts with the purpose of increasing the employees’ professional skills to carry out a particular job in a better manner. Such a definition highlights three important features of professional training. First, its purpose is educational, which focuses on employee development (e.g., skill acquisition and knowledge growth) rather than performance improvement. Augmented reality (AR) is defined as a technology-enhanced environment where virtual objects (augmented components) can be overlaid into the real world. Azuma (1997) identified three technical features of AR: a combination of the real and virtual world, real-time interaction, and accurate 3D registration of virtual and real objects.
  • 604
  • 27 Jan 2022
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