The document discusses using MTA turnstile data to identify early signals of gentrification in New York City neighborhoods. It hypothesizes that voluntary movement patterns on weekends and evenings, as indicated by turnstile entry data, can reveal demographic shifts preceding gentrification. The document proposes an interactive visualization combining historical property value changes in NYC neighborhoods with MTA subway activity data from 2010 to 2014 to help developers, communities, renters and buyers, and D3 users. It outlines the various data sources needed and challenges in cleaning and combining the data.
The National Library of Scotland (NLS) developed an API to promote use of its historical maps in online mashups. The API has been successful, with over 840,000 visits since 2010. It allows easy embedding of NLS maps into third-party websites and mobile apps. Various communities have used the maps for outdoor activities, photography, archaeology, genealogy and more. The API relies on tile server technology to serve seamless maps rendered from large geospatial files. The NLS continues to add new historical map layers and support the growing user base.
The document discusses Jessica Freaner's background and work on identifying early signals of gentrification in New York City neighborhoods. It describes how she hypothesizes that voluntary movement patterns, like subway turnstile entry data from nights and weekends, can signal demographic changes before property value increases. Her project aims to create an interactive visualization of historical property values and MTA subway activity from 2010 to 2014 to help developers, communities, renters and data visualization users. Significant data cleaning was required to aggregate, filter, and map turnstile entry counts, station locations, and property values to neighborhoods for the visualization.
The WHACY project aims to raise awareness of World Heritage Sites (WHS) among African youth through an online game. It was developed by Prof. Cantoni's research team at USI Lugano in collaboration with partners including Hospitality Youth Initiative and RETOSA. The game will have three rounds, with the top 20 students in Round 2 invited to a workshop in Johannesburg. It aims to educate students about the 38 WHS in the Southern African region and promote sustainable tourism. Funding was obtained from the International Assistance Foundation, and schools will pay a small fee for their students to participate in Round 2. The overarching goals are to increase awareness of cultural and natural heritage, provide informal education on WHS
Project on brand awareness of lijjat papadProjects Kart
The document provides an overview of a project report on brand awareness of Lijjat Papad conducted for Shri Mahila Griha Udyog Lijjat Papad. It acknowledges those who helped with the project and provides an introduction to Lijjat Papad and the objectives of studying its current brand awareness among customers in Pune.
Project report on Brand awareness n Perception of ACC ltd.swati verma
- The document summarizes a study conducted on brand awareness and perception of ACC cement in Bilaspur, India.
- Data was collected through questionnaires from a sample of 100 customers in the Barmana area to analyze awareness and perception levels.
- Key findings included that most customers were aware of ACC and Ambuja as the main cement brands. When asked to purchase cement, about 50 customers thought of ACC while 45 thought of Ambuja.
- Most customers were found to be price sensitive but loyal to ACC up to a certain price limit, above which they may switch to other brands.
This document proposes a social platform called Spot that allows users to discover unique places through a public map generated by other users. The problem is that young people lack ways to find cool local places that aren't just tourist suggestions. Spot aims to fill this need by facilitating a location-based community where each spot has its own exclusive content. It offers a purpose-driven balance between social media and location discovery. An MVP has been developed, and the document outlines initial costs, a beta launch strategy in Chapel Hill, and expansion plans over three years that involve seed funding and investment rounds.
This document summarizes the key topics from a course on best practices in social media for communications professionals. The final class covered final projects, geolocation apps and QR codes, and included a guest speaker. Key terms from social media were defined, such as hashtags, memes, influencers. Recommendations were given for personal branding online, including maintaining profiles on major platforms and blogs. Events for social media professionals were also listed.
The document discusses using MTA turnstile data to identify early signals of gentrification in New York City neighborhoods. It hypothesizes that voluntary movement patterns on weekends and evenings, as indicated by turnstile entry data, can reveal demographic shifts preceding gentrification. The document proposes an interactive visualization combining historical property value changes in NYC neighborhoods with MTA subway activity data from 2010 to 2014 to help developers, communities, renters and buyers, and D3 users. It outlines the various data sources needed and challenges in cleaning and combining the data.
The National Library of Scotland (NLS) developed an API to promote use of its historical maps in online mashups. The API has been successful, with over 840,000 visits since 2010. It allows easy embedding of NLS maps into third-party websites and mobile apps. Various communities have used the maps for outdoor activities, photography, archaeology, genealogy and more. The API relies on tile server technology to serve seamless maps rendered from large geospatial files. The NLS continues to add new historical map layers and support the growing user base.
The document discusses Jessica Freaner's background and work on identifying early signals of gentrification in New York City neighborhoods. It describes how she hypothesizes that voluntary movement patterns, like subway turnstile entry data from nights and weekends, can signal demographic changes before property value increases. Her project aims to create an interactive visualization of historical property values and MTA subway activity from 2010 to 2014 to help developers, communities, renters and data visualization users. Significant data cleaning was required to aggregate, filter, and map turnstile entry counts, station locations, and property values to neighborhoods for the visualization.
The WHACY project aims to raise awareness of World Heritage Sites (WHS) among African youth through an online game. It was developed by Prof. Cantoni's research team at USI Lugano in collaboration with partners including Hospitality Youth Initiative and RETOSA. The game will have three rounds, with the top 20 students in Round 2 invited to a workshop in Johannesburg. It aims to educate students about the 38 WHS in the Southern African region and promote sustainable tourism. Funding was obtained from the International Assistance Foundation, and schools will pay a small fee for their students to participate in Round 2. The overarching goals are to increase awareness of cultural and natural heritage, provide informal education on WHS
Project on brand awareness of lijjat papadProjects Kart
The document provides an overview of a project report on brand awareness of Lijjat Papad conducted for Shri Mahila Griha Udyog Lijjat Papad. It acknowledges those who helped with the project and provides an introduction to Lijjat Papad and the objectives of studying its current brand awareness among customers in Pune.
Project report on Brand awareness n Perception of ACC ltd.swati verma
- The document summarizes a study conducted on brand awareness and perception of ACC cement in Bilaspur, India.
- Data was collected through questionnaires from a sample of 100 customers in the Barmana area to analyze awareness and perception levels.
- Key findings included that most customers were aware of ACC and Ambuja as the main cement brands. When asked to purchase cement, about 50 customers thought of ACC while 45 thought of Ambuja.
- Most customers were found to be price sensitive but loyal to ACC up to a certain price limit, above which they may switch to other brands.
This document proposes a social platform called Spot that allows users to discover unique places through a public map generated by other users. The problem is that young people lack ways to find cool local places that aren't just tourist suggestions. Spot aims to fill this need by facilitating a location-based community where each spot has its own exclusive content. It offers a purpose-driven balance between social media and location discovery. An MVP has been developed, and the document outlines initial costs, a beta launch strategy in Chapel Hill, and expansion plans over three years that involve seed funding and investment rounds.
This document summarizes the key topics from a course on best practices in social media for communications professionals. The final class covered final projects, geolocation apps and QR codes, and included a guest speaker. Key terms from social media were defined, such as hashtags, memes, influencers. Recommendations were given for personal branding online, including maintaining profiles on major platforms and blogs. Events for social media professionals were also listed.
This document discusses location-based social networks and focuses on Foursquare. It provides an overview of Foursquare, including its popularity and user base. It then describes how businesses can use Foursquare's Merchant and Brand Platforms to find new customers, create special offers to drive check-ins, and access customer data. Case studies show how businesses have successfully used Foursquare to increase sales and brand followers. While offering opportunities, the document notes privacy concerns about check-ins and competition from other location apps and services.
This presentation introduces geo-social networking and highlights two popular location-based apps, Foursquare and Gowalla. It explains how these apps allow users to check-in at locations and interact with friends. Many brands are using these apps for interactive marketing campaigns through promotions, discounts and custom icons. The presenter discusses how user engagement and smartphone adoption is fueling the growth of geo-social apps and explores how businesses can leverage them.
The document discusses geosocial networking applications like Foursquare and Gowalla. It explains that these apps allow users to check-in at locations and interact with friends. While Foursquare currently has more users, both platforms reward user engagement through badges, discounts and other incentives. The presentation outlines how businesses can leverage these apps through special promotions, custom branding and tracking customer locations.
The document discusses geosocial networking applications like Foursquare and Gowalla. It explains that these apps allow users to check-in at locations and interact with friends. While Foursquare currently has more users, both platforms reward user engagement through badges, discounts and other incentives. The presentation outlines how businesses can leverage these apps through special promotions, custom branding and tracking customer locations.
The document defines terms related to transmedia storytelling, including affordances, alternate reality games, augmented reality, beta testing, calls to action, convergent properties, experiential marketing, geocaching, geolocation, geotagging, hub sites, impressions, live action role playing, multiplatform properties, participatory culture, pervasive gaming, prototypes, rabbit holes, rich media, scenario, spreadable media, storyworlds, tentpoles, transmedia, ubiquitous computing, user generated content, and user experience. It provides definitions and examples for understanding concepts in transmedia design and storytelling across multiple platforms.
This document describes a navigation app called Falcon that is designed for places where traditional navigation apps are ineffective, such as music festivals, colleges, and outdoor areas with poor cell service or no roads. Falcon uses compass-based navigation and crowd-sourced mapping. It is available as both a consumer app and as an SDK for businesses to integrate into their own apps. The founders aim to make Falcon the leading navigation app for non-traditional settings and grow their SDK business. They are currently pursuing partnerships with large music festivals and see potential for acquisition by major tech companies.
Case study of the 24 Hour Museum and its journey from portal to publisher. Presented to the Culturemondo Roundtable by Jane Finnis on Thursday 11th December 2008.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
My unfunded projects WAI talk.
this talk describes three as-of-yet unfunded projects:
1. LAVAIK: interacting with IATI Linked Data
2. ICONS: Icon based user interaction for mobile phones in developing countries
3. the Dance project with all kinds of names
Foursquare is a mobile app that allows users to discover new places, experiences, and connect with friends. It combines user reviews and recommendations, location data, and gaming elements to encourage exploration. More than 10 million people and 500,000 businesses use Foursquare's check-in data and tools to understand customer traffic and engage customers through special offers. Foursquare provides APIs and tools for businesses to integrate location data into their applications and marketing.
This document proposes partnering with cultural heritage organizations to create a web-based site for them to engage online. It discusses developing a prototype project with the Westport Historical Society called "Uncovering Westport" that allows users to explore the town through different historical eras and themes on an interactive map. The goal is to engage communities and allow organizations to create and maintain a web presence using open-source tools like Wordpress, Google Maps, Flickr, and YouTube without needing significant funds or expertise. A workplan for the prototype is outlined focusing on key moments in Westport's history to draw on living community memories.
Digital Experience & Destination Branding by Dinh Thu.pdfAnhThuDinhNguyen
Although there is increasing interest in place and destination branding, the inter-disciplinary nature of the field poses challenges for the development of a coherent knowledge base. With a view to informing both research and practice, this article presents a systematic review combining place and destination branding, identifying and defining its core themes, and developing a conceptual map of the inter-play between them. The following key themes are identified: general, brand identity, image and personality, politics, heritage, communication/media, country-of-origin, and designscape and infrastructure. The slides conclude with an agenda for further research including the need for research on specific themes across a wider range of place entities.
Foursquare is a social networking app that allows users to "check in" at locations and share their location with friends. It was created in 2009 and recommends places for users to visit based on their location and interests. Businesses can partner with Foursquare to advertise special offers and promotions to users who check in. Over time, Foursquare has grown significantly, with millions of check-ins and venues listed on the platform. It provides a useful city guide for both locals and tourists to discover new places.
The Archives Forum - The National Archives - 02 March 2011David F. Flanders
The document summarizes a presentation given by David F. Flanders about digital infrastructure innovation and the future of archives. It discusses how archives can innovate with limited budgets in the short term by improving search engine optimization, using application programming interfaces, and engaging communities. In the medium term, archives can prepare for increased budgets by crowdsourcing content and metadata from communities. Long term innovations may include addressing why digitization is endless, understanding how context is missing from the web, embracing open licensing, and preparing for technologies like augmented reality.
This document discusses location-based social media and its opportunities for brands. Location-based services allow users to engage with each other based on their physical location using GPS technology and social media platforms. This combines the social aspects of sharing experiences with connecting to brands in the real world. Successful location-based social media requires mature social media usage, integration with platforms like Facebook and Twitter, widespread 3G networks and GPS-enabled devices. Popular applications like Foursquare and Gowalla allow users to "check-in" at locations and collect virtual rewards. Several brands are highlighted that have created unique location-based experiences through these applications to drive customer loyalty and engagement.
This document proposes solutions to wayfinding and visibility issues in Lancaster City Centre through digital innovation and collaboration between local groups. It suggests a four-stage approach: 1) Establishing a clear plan by bringing together council and local groups digitally; 2) Creating a novel physical signage system and smartphone app for orientation; 3) Developing an icon to pinpoint areas of interest and link digital content; 4) Evaluating options like projected maps, augmented reality apps, and a unified branding icon to improve navigation. The goal is to better connect physical and digital spaces through an integrated system.
Green Map is a mapping system that highlights natural, cultural and sustainability sites within communities. Local groups create Green Maps that identify over 170 types of community assets and challenges using standardized icons. The movement began with printed maps but now includes interactive online maps. The Green Map System provides resources for mapping projects. A new Green Map Lab will be launched in New York City to address issues like climate change and youth participation through collaborative mapping projects. The Lab aims to build capacity, foster partnerships and develop models that can be replicated in other cities.
The document discusses the Alberta Museums Association's (AMA) new media initiatives including developing a centralized website and database, moving their newsletter INFOrm to an e-newsletter, using tools like WebEx and SurveyMonkey, and their social media presence. It also discusses the AMA/Travel Alberta Recognized Museums Profiles Project which aims to increase online profiles and content about museums to connect visitors with museum experiences across Alberta.
The document proposes creating an online community called "Urbanmob" to gather consumer attitudes about urban mobility trends and opportunities for brands. It involves a six-step process: 1) Studying existing resources, 2) Creating a website and social media presence for the community, 3) Populating the community by inviting contributors, 4) Animating the community with events to encourage participation, 5) Managing the growing community over time, and 6) Delivering the project according to a timeline from March to December 2010 with events to accompany European Mobility Week. The community aims to become self-sustaining through a community manager's moderation and engagement activities.
Projeto para aumentar o engajamento dos seguidores da UNESCO no Facebook. Frases de grandes líderes e pensadores que condizem com os valores da UNESCO.
This document discusses location-based social networks and focuses on Foursquare. It provides an overview of Foursquare, including its popularity and user base. It then describes how businesses can use Foursquare's Merchant and Brand Platforms to find new customers, create special offers to drive check-ins, and access customer data. Case studies show how businesses have successfully used Foursquare to increase sales and brand followers. While offering opportunities, the document notes privacy concerns about check-ins and competition from other location apps and services.
This presentation introduces geo-social networking and highlights two popular location-based apps, Foursquare and Gowalla. It explains how these apps allow users to check-in at locations and interact with friends. Many brands are using these apps for interactive marketing campaigns through promotions, discounts and custom icons. The presenter discusses how user engagement and smartphone adoption is fueling the growth of geo-social apps and explores how businesses can leverage them.
The document discusses geosocial networking applications like Foursquare and Gowalla. It explains that these apps allow users to check-in at locations and interact with friends. While Foursquare currently has more users, both platforms reward user engagement through badges, discounts and other incentives. The presentation outlines how businesses can leverage these apps through special promotions, custom branding and tracking customer locations.
The document discusses geosocial networking applications like Foursquare and Gowalla. It explains that these apps allow users to check-in at locations and interact with friends. While Foursquare currently has more users, both platforms reward user engagement through badges, discounts and other incentives. The presentation outlines how businesses can leverage these apps through special promotions, custom branding and tracking customer locations.
The document defines terms related to transmedia storytelling, including affordances, alternate reality games, augmented reality, beta testing, calls to action, convergent properties, experiential marketing, geocaching, geolocation, geotagging, hub sites, impressions, live action role playing, multiplatform properties, participatory culture, pervasive gaming, prototypes, rabbit holes, rich media, scenario, spreadable media, storyworlds, tentpoles, transmedia, ubiquitous computing, user generated content, and user experience. It provides definitions and examples for understanding concepts in transmedia design and storytelling across multiple platforms.
This document describes a navigation app called Falcon that is designed for places where traditional navigation apps are ineffective, such as music festivals, colleges, and outdoor areas with poor cell service or no roads. Falcon uses compass-based navigation and crowd-sourced mapping. It is available as both a consumer app and as an SDK for businesses to integrate into their own apps. The founders aim to make Falcon the leading navigation app for non-traditional settings and grow their SDK business. They are currently pursuing partnerships with large music festivals and see potential for acquisition by major tech companies.
Case study of the 24 Hour Museum and its journey from portal to publisher. Presented to the Culturemondo Roundtable by Jane Finnis on Thursday 11th December 2008.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
My unfunded projects WAI talk.
this talk describes three as-of-yet unfunded projects:
1. LAVAIK: interacting with IATI Linked Data
2. ICONS: Icon based user interaction for mobile phones in developing countries
3. the Dance project with all kinds of names
Foursquare is a mobile app that allows users to discover new places, experiences, and connect with friends. It combines user reviews and recommendations, location data, and gaming elements to encourage exploration. More than 10 million people and 500,000 businesses use Foursquare's check-in data and tools to understand customer traffic and engage customers through special offers. Foursquare provides APIs and tools for businesses to integrate location data into their applications and marketing.
This document proposes partnering with cultural heritage organizations to create a web-based site for them to engage online. It discusses developing a prototype project with the Westport Historical Society called "Uncovering Westport" that allows users to explore the town through different historical eras and themes on an interactive map. The goal is to engage communities and allow organizations to create and maintain a web presence using open-source tools like Wordpress, Google Maps, Flickr, and YouTube without needing significant funds or expertise. A workplan for the prototype is outlined focusing on key moments in Westport's history to draw on living community memories.
Digital Experience & Destination Branding by Dinh Thu.pdfAnhThuDinhNguyen
Although there is increasing interest in place and destination branding, the inter-disciplinary nature of the field poses challenges for the development of a coherent knowledge base. With a view to informing both research and practice, this article presents a systematic review combining place and destination branding, identifying and defining its core themes, and developing a conceptual map of the inter-play between them. The following key themes are identified: general, brand identity, image and personality, politics, heritage, communication/media, country-of-origin, and designscape and infrastructure. The slides conclude with an agenda for further research including the need for research on specific themes across a wider range of place entities.
Foursquare is a social networking app that allows users to "check in" at locations and share their location with friends. It was created in 2009 and recommends places for users to visit based on their location and interests. Businesses can partner with Foursquare to advertise special offers and promotions to users who check in. Over time, Foursquare has grown significantly, with millions of check-ins and venues listed on the platform. It provides a useful city guide for both locals and tourists to discover new places.
The Archives Forum - The National Archives - 02 March 2011David F. Flanders
The document summarizes a presentation given by David F. Flanders about digital infrastructure innovation and the future of archives. It discusses how archives can innovate with limited budgets in the short term by improving search engine optimization, using application programming interfaces, and engaging communities. In the medium term, archives can prepare for increased budgets by crowdsourcing content and metadata from communities. Long term innovations may include addressing why digitization is endless, understanding how context is missing from the web, embracing open licensing, and preparing for technologies like augmented reality.
This document discusses location-based social media and its opportunities for brands. Location-based services allow users to engage with each other based on their physical location using GPS technology and social media platforms. This combines the social aspects of sharing experiences with connecting to brands in the real world. Successful location-based social media requires mature social media usage, integration with platforms like Facebook and Twitter, widespread 3G networks and GPS-enabled devices. Popular applications like Foursquare and Gowalla allow users to "check-in" at locations and collect virtual rewards. Several brands are highlighted that have created unique location-based experiences through these applications to drive customer loyalty and engagement.
This document proposes solutions to wayfinding and visibility issues in Lancaster City Centre through digital innovation and collaboration between local groups. It suggests a four-stage approach: 1) Establishing a clear plan by bringing together council and local groups digitally; 2) Creating a novel physical signage system and smartphone app for orientation; 3) Developing an icon to pinpoint areas of interest and link digital content; 4) Evaluating options like projected maps, augmented reality apps, and a unified branding icon to improve navigation. The goal is to better connect physical and digital spaces through an integrated system.
Green Map is a mapping system that highlights natural, cultural and sustainability sites within communities. Local groups create Green Maps that identify over 170 types of community assets and challenges using standardized icons. The movement began with printed maps but now includes interactive online maps. The Green Map System provides resources for mapping projects. A new Green Map Lab will be launched in New York City to address issues like climate change and youth participation through collaborative mapping projects. The Lab aims to build capacity, foster partnerships and develop models that can be replicated in other cities.
The document discusses the Alberta Museums Association's (AMA) new media initiatives including developing a centralized website and database, moving their newsletter INFOrm to an e-newsletter, using tools like WebEx and SurveyMonkey, and their social media presence. It also discusses the AMA/Travel Alberta Recognized Museums Profiles Project which aims to increase online profiles and content about museums to connect visitors with museum experiences across Alberta.
The document proposes creating an online community called "Urbanmob" to gather consumer attitudes about urban mobility trends and opportunities for brands. It involves a six-step process: 1) Studying existing resources, 2) Creating a website and social media presence for the community, 3) Populating the community by inviting contributors, 4) Animating the community with events to encourage participation, 5) Managing the growing community over time, and 6) Delivering the project according to a timeline from March to December 2010 with events to accompany European Mobility Week. The community aims to become self-sustaining through a community manager's moderation and engagement activities.
Projeto para aumentar o engajamento dos seguidores da UNESCO no Facebook. Frases de grandes líderes e pensadores que condizem com os valores da UNESCO.
A UNESCO planeja uma campanha para o Dia da Consciência Negra em 20 de novembro com o objetivo de divulgar a data em seus canais sociais, aumentar o engajamento do público e fortalecer a promoção da igualdade racial. A campanha convidará pessoas a enviarem fotos para compor um painel online em homenagem à diversidade étnica brasileira.
O documento convida professores a gravarem vídeos de até 30 segundos homenageando professores e enviando os links para o e-mail da UNESCO até 8 de outubro. Os três melhores vídeos serão publicados no Dia do Professor no Brasil e ganharão um kit de publicações da UNESCO.
Campanha de divulgação para o Dia Mundial do Livro, 23 de abril, com o tema “Livro é pra Compartilhar”. Esse tema remete à importância de compartilharmos não só livros, mas conhecimento e ao trabalho cultural realizado pelo parceiro T-Bone.
As mensagens serão compartilhadas via Twitter por meio da hashtag #livroepracompartilhar e por meio de fotos e vídeos das “paradas culturais” da W3 Norte por meio de aplicativo no Facebook.
O documento celebra o dia da África em 25 de maio e discute como a cultura africana está presente na voz de cada brasileiro, adaptando o conceito para as redes sociais e pedindo para compartilhar uma palavra da África para o Brasil.
Brasília completa 25 anos como Patrimônio Mundial da Humanidade em 2012 e uma campanha nas mídias sociais é lançada para homenagear a cidade nesse aniversário, convidando fãs e seguidores a participarem.
Aplicativo para Facebook direcionado ao público seguidor da UNESCO no Brasil. A campanha objetova aumentar o engajamento do público com a marca UNESCo e, ao mesmo tempo, apresentar alguns dos sítios do Patrimônio Mundial que são protegidos pela UNESCO
Apresentação de ações mobile para loja de cuidados para animais de estimação em Brasília, Águas Claras, DF. Trabalho para o módulo Mobile Marketing do curso de pós-graduação do IESB em Marketing e Comunicação Digital.
Factors affecting undergraduate students’ motivation at a university in Tra VinhAJHSSR Journal
ABSTRACT: Motivation plays an important role in foreign language learning process. This study aimed to
investigate student’s motivation patterns towards English language learning at a University in Tra Vinh, and factors
affecting their motivation change toward English language learning of non-English-major students in the semester.
The researcher used semi-structured interview at the first phase of choosing the participants and writing reflection
through the instrument called “My English Learning Motivation History” adapted from Sawyer (2007) to collect
qualitative data within 15 weeks. The participants consisted of nine first year non-English-major students who learning
General English at pre-intermediate level. They were chosen and divided into three groups of three members each
(high motivation group; average motivation group; and low motivation group). The results of the present study
identified six visual motivation patterns of three groups of students with different motivation fluctuation, through the
use of cluster analysis. The study also indicated a diversity of factors affecting students’ motivation involving internal
factors as influencing factors (cognitive, psychology, and emotion) and external factors as social factors (instructor,
peers, family, and learning environment) during English language learning in a period of 15 weeks. The findings of
the study helped teacher understand relationship of motivation change and its influential factors. Furthermore, the
findings also inspired next research about motivation development in learning English process.
KEY WORDS: language learning motivation, motivation change, motivation patterns, influential factors, students’
motivation.
UR BHatti Academy dedicated to providing the finest IT courses training in the world. Under the guidance of experienced trainer Usman Rasheed Bhatti, we have established ourselves as a professional online training firm offering unparalleled courses in Pakistan. Our academy is a trailblazer in Dijkot, being the first institute to officially provide training to all students at their preferred schedules, led by real-world industry professionals and Google certified staff.
CYBER SECURITY ENHANCEMENT IN NIGERIA. A CASE STUDY OF SIX STATES IN THE NORT...AJHSSR Journal
ABSTRACT: Security plays an important role in human life and endeavors. Securing information and
disseminating are critical challenges in the present day. This study aimed at identifying innovative technologies
that aid cybercrimes and can constitute threats to cybersecurity in North Central (Middle Belt) Nigeria covering
its six States and the FCT Abuja. A survey research design was adopted. The researchers employed the use of
Google form in administering the structured questionnaire. The instruments were faced validated by one expert
each from ICT and security. Cronbach Alpha reliability Coefficient was employed and achieved 0.83 level of
coefficient. The population of the study was 200, comprising 100 undergraduate students from computer science
and Computer/Robotics Education, 80 ICT instructors, technologists and lecturers in the University and
Technical Colleges in the Middle Belt Nigeria using innovative technologies for their daily jobs and 20 officers
of the crime agency such as: Independent Corrupt Practices Commission (ICPC) andEconomic and Financial
Crimes Commission (EFCC). Three research purposes and questions as well as the hypothesis guided the study
on Five (5) point Likert scale. Data collected were analyzed using mean and standard deviation for the three
research questions while three hypotheses were tested using t-test at 0.05 level of significance. Major findings
revealed that serious steps are needed to better secure the cybers against cybercrimes. Motivation, types, threats
and strategies for the prevention of cybercrimes were identified. The study recommends that government,
organizations and individuals should place emphasis on moral development, regular training of its employees,
regular update of software, use strong password, back up data and information, produce strong cybersecurity
policy, install antivirus soft and security surveillance (CCTV) in offices in order to safeguard its employees and
properties from being hacked and vandalized.
KEYWORDS: Cybersecurity, cybercrime, cyberattack, cybercriminal, computer virus, Virtual Private Networks
(VPN).
SCHOOL CULTURE ADAPTATION AMONG INDIGENOUS PEOPLES COLLEGE STUDENTS AT A PRIV...AJHSSR Journal
ABSTRACT: This qualitative study investigates the adaption experiences of indigenous college students at the
University of Mindanao, Matina-main campus. Eight major themes emerged, including difficulties with language
proficiency, online learning, classroom interaction, examination systems, grading procedures, school regulations,
resource accessibility, coping mechanisms, and future goals. Implications include the requirement for targeted
language proficiency and technology use support, an understanding of adaption processes, interventions to
improve resource accessibility, and equitable public administration policies. The study underlines the importance
of adaptation in various educational contexts, as well as the role of educators and legislators in creating inclusive
learning environments.
KEYWORDS: indigenous college students, adaptation, educational challenges, coping strategies
STUDY ON THE DEVELOPMENT STRATEGY OF HUZHOU TOURISMAJHSSR Journal
ABSTRACT: Huzhou has rich tourism resources, as early as a considerable development since the reform and
opening up, especially in recent years, Huzhou tourism has ushered in a new period of development
opportunities. At present, Huzhou tourism has become one of the most characteristic tourist cities on the East
China tourism line. With the development of Huzhou City, the tourism industry has been further improved, and
the tourism degree of the whole city has further increased the transformation and upgrading of the tourism
industry. However, the development of tourism in Huzhou City still lags far behind the tourism development of
major cities in East China. This round of research mainly analyzes the current development of tourism in
Huzhou City, on the basis of analyzing the specific situation, pointed out that the current development of
Huzhou tourism problems, and then analyzes these problems one by one, and put forward some specific
solutions, so as to promote the further rapid development of tourism in Huzhou City.
KEYWORDS:Huzhou; Travel; Development
Discover essential SEO Google tools to boost your website's performance, from Google Analytics and Search Console to Keyword Planner and Page Speed Insights.
Learn more: https://elysiandigitalservices.com/seo-google-tools/
The Impact of Work Stress and Digital Literacy on Employee Performance at PT ...AJHSSR Journal
ABSTRACT :This research aims to analyze the correlation between employee work stress and digital literacy
with employee performance at PT Telkom Akses Area Cirebon, both concurrently and partially. Employing a
quantitative approach, the study's objectives are descriptive and causal, adopting a positivist paradigm with a
deductive approach to theory development and a survey research strategy. Findings reveal that work stress
negatively and significantly impacts employee performance, while digital literacy positively and significantly
affects it. Simultaneously, work stress and digital literacy have a positive and significant influence on employee
performance. It is anticipated that company management will devise workload management strategies to
alleviate work stress and assess the implementation of more efficient digital technology to enhance employee
performance.
KEYWORDS -digital literacy, employee performance,job stress, multiple regression analysis, workload
management
On Storytelling & Magic Realism in Rushdie’s Midnight’s Children, Shame, and ...AJHSSR Journal
ABSTRACT: Salman Rushdie’s novels are humorous books about serious times. His cosmopolitanism and
hybrid identity allowed him access to multiple cultures, religions, languages, dialects, and various modes of
writing. His style is often classified as magic realism, blending the imaginary with the real. He draws
inspiration from both English literature and Indian classical sources. Throughout his works, there is a lineage of
‘bastards of history’, a carnival of shameful characters scrolling all along his works. Rushdie intertwines fiction
with reality, incorporating intertextual references to Western literature in his texts, and frequently employing
mythology to explore history. This paper focuses on Rushdie’s three novels: Midnight’s Children, Shame, and
Haroun and the Sea of Stories, analyzing his postmodern storytelling techniques that aim to explore human
vices and follies while offering socio-political criticism.
KEYWORDS : Magic Realism, Rushdie, Satire, Storytelling, Transfictional Identities
2. Brand awareness on Foursquare.
Goals
Increase knowledge
about WH Sites.
Make the WH sites global
and mobile friendly.
Create a collaborative data (imgs / text)
people who’s checked in WH sites.
3. Some info about Foursquare
25 million users
2.5 billion check-ins
40 million venues
4. Insert all the Cultural and Natural sites of UNESCO
World Heritage on Foursquare Cities list.
Create a badge for the users who check in
5 different sites of WH (ex: WH DEFENSOR)
Idea
BRAND AWERENESS; KNOWLEDGE SHARING;
COLLABORATIVE DATA and METRICS
GAMIFICATION (Awards); CONTENT INTERATION
6. If this project is approved, UNESCO should
contact Foursquare IT Administration to learn
how to insert all the WH sites on the platform.
We will need the list and location from all
the sites – that’s easy task :)
How to do it