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Malay traditional music is a Malaysian heritage that needs to be preserved to maintain the identity of Malaysia. However, these kinds of music especially caklempong traditional music is still unfamiliar among the younger generation. Traditional music has facing an issue since generation nowadays is preferred on popular music rather than these kinds of music. Therefore, this research was aimed to preserve...
In this digital age, everyday activities are affected by the digital tools and practices, including education. Education systems around the world are responsible for the development of digital literacy capacities, competencies and comportments for youth. The best way is through the e-learning platform. In order to design e-Learning content that meet the needs of each individual, the e-Learning provider...
Collecting a digital footprint of data from one's everyday activities is becoming an information source for preventive health care. Wearable sensor technologies combined with mobile phone applications offer an interesting way to collect and monitor personal activity data for personal use, in addition to providing information for wellness and health care professionals. In this paper we present our...
This paper presents digital serious game “Aksiku.bdg” which facilitate young citizen's participatory planning and how it is a suitable solution for current condition of Bandung as the case study. The case study city's development nowadays needs broader participation from all ages including the young citizen. The young citizen involvement is potential to be directed to participate in mapping Bandung's...
Europe has a rich and diverse cultural heritage that has influenced and created the modern world. Heritage can be both tangible and intangible. Intangible heritage serves to bring people closer to the communities they live in by giving them a sense of identity and continuity. It includes culinary traditions, handicrafts, local arts and rural life. Neglecting the social cohesion of a community that...
This work-in-progress paper will provide insights into two educational research projects that are currently conducted by a research group at IFZ. Both projects use youth interests as a vehicle to the acquisition of technological competence [1, 2, 3]. One of them - useITsmartly - seeks to make adolescents aware of the environmental consequences of IT-use. The other one - transFAIRmation - aims to encourage...
Proper technology transfer based on scientific data is inevitable for farmers to promote sustainable agriculture which is a common target of modern food production. In under-developing countries, illiteracy of farmers is one of the major reasons for them to receive sufficient information and knowledge for such sustainable food production. In this study, we conducted a trial to examine effectiveness...
Active video games and other technology-based interventions can promote physical activity participation in children and adolescents, particularly those who are uninterested in traditional sports or lack access to gyms, sports clubs, or safe neighborhood recreational environments. Yet simply placing a game console in a home or school might not be sufficient for changing physical activity behaviors...
Young university teachers are the fresh troops in the team of university teachers and they grow up during the era of reform and opening up and thus have distinctive stamps and characteristics of the times in morality cultivation, however, certain problems exist. In this thesis, the methods for the teachers' morality construction of young university teachers are posed from the personality characteristics...
This paper presents the results of the first phase in a multi-phase study developing an educational fitness application on mobile devices to help combat the growing levels of obesity among youth age 11 to 17. This first phase studies demographic differences across age and gender with regards to physical activities, computer games and mobile technology usage in order to develop an adaptive mobile fitness...
Anthropometric data has become crucial when it comes to designing consumer products that involves ergonomic factors such as in health care and automotive areas. Most products are designed according to United States and European countries anthropometry data. The nearest anthropometry data we can refer to is Japan for Asian measurements. The continuous growth of youth population in Malaysia has created...
Using the German Zebris measuring systems for plantar force distribution to measure the youth trampolinists' static balance stability who attended the National Youth Trampoline Championship, Guilin, Guangxi from the 18th--23th of November 2009. We got 6 balance parameters results which are ellipse's width, height, area, track length, horizontal offset and vertical offset. Using these 6 parameters...
In the information age, the information literacy has become a basic human ability. Compared with western countries, China's information literacy is still relatively backword and unable to meet youth's needs in learning and living. In this research, it is an urgent and important task to strengthen and improve the information literacy education. In China, it is required to learn and use the successful...
With the rapid development of information technology industry, educational game has made a rapid popularization. Many domestic and international experiences show that educational games play an important influence on the growth of young people. However, media reports and academic research information show that while educational games improve the learning interest of youth, it also has many problems...
This paper explores the need to teach our children to become digital citizens, creating a culture of responsibility which will enable them to navigate the various risks inherent in using the Internet. FOSI's Global Resource and Information Directory (GRID) is the first of a new generation of online global resources that aggregate and track the progress citizens around the world are making as they...
Adolescence is a critical time for leadership development. Yet there is only a little knowledge on youth leadership have been known by researchers. The most important facts impacting on youth leadership development are not confirmed yet and no youth leadership training model is adopted by all youth leadership development programs. Studies should focus more on the conceptual model of youth leadership,...
This research is related to investigation of the reason why youth use short message service (SMS) by conducting intensive in-depth interviews during 2008 to 2009. It found that affordability, convenience, flexibility, indirectness, recreation, and certainty are the major reasons to use SMS among Western exchanging students who study in Asia. Cultural phenomenon, like attachment, happiness, attitude,...
This paper explores the various ways in which mobile marketing communications are available to the youth on a very popular South African mobile social network site known as MXit. The popularity of cellular phones has resulted in mobile-based brand advertising and promotions that specifically target the youth. The mobile medium is used by marketers as an additional channel to current marketing communications...
Today's youth are shaping the frontier of digital media in general, and mobile technology in particular. This special issue features applications with a youth focus, studies of how youth are appropriating pervasive technology, and a glimpse of how our lives will change when "pervasive" technology finally lives up to its name.
In the United States, significant resources have been devoted to providing technology education to socio-economic groups who have less to access to technology. However, these resources have been focused predominantly on instructing people on how to use standard commercial software, such as word processors, spreadsheets, and Web browsers. The result is that the low-income populations are learning how...
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