Playing video games makes you a better university student!

June 6, 2017

London, Jun 6: Starting your university life? Playing video games may help you develop 'graduate attributes' - skills required for higher education, a new study suggests.

games

Researchers found that gaming improved student communication skills, resourcefulness and adaptability and may have a role to play in higher education.

Over an eight-week period, undergraduate students were assigned to either an intervention or a control group. Adaptability, resourcefulness and communication skills were measured in both groups.

The intervention group played specified video games under controlled conditions over an eight-week period and they showed improvements in communication, adaptability, and resourcefulness scales compared to the control group.

This supported the hypothesis that playing video games can improve self-reported graduate skills.

"The findings suggest that such game-based learning interventions have a role to play in higher education," said Matthew Barr, from the University of Glasgow in the UK.

Graduate attributes are those generic skills such as problem solving, communication, resourcefulness or adaptability which are considered desirable in graduates, particularly where employability is concerned.

"Modern video games often require players to be adaptable and resourceful, and finding multiple ways of accomplishing a task. The way games are designed often encourages critical thinking and reflective learning, commonly cited as desirable attributes in graduates," Barr said.

The research was intended to measure the effects of playing commercial video games on the attainment of certain graduate attributes, testing the hypothesis that playing selected games can improve student scores on measures of graduate skills.

"This work demonstrates that playing commercial video games can have a positive effect on communication ability, adaptability and resourcefulness in adult learners, suggesting that video games may have a role to play in higher education," said Barr.

"The study also suggests that graduate skills may be improved in a relatively short amount of time, with the gains reported here achieved over a period of eight weeks and representing just 14 hours of game play," he added.

"Certainly, the results suggest that the popular discourse around games' alleged ill effects should be tempered by considerations of the potential positive outcomes of playing video games," he said.

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Agencies
July 6,2020

The Covid-19 pandemic has made an unprecedented impact on the Indian businesses, particularly small and medium enterprises (SMEs) and startups. According to a joint survey by FICCI and Indian Angel Network (IAN), the pandemic has hit the businesses of around 70% startups.

With uncertainty in the business environment and an unexpected shift in priorities of the government as well as corporates, many startups are struggling to survive, it says.

In a nationwide survey on the 'Impact of Covid-19 on Indian Startups' involving 250 startups, 70% participants said their businesses had been impacted by Covid-19 and around 12% had shut operations.

The survey shows only 22% startups have cash reserves to meet the fixed cost expenses over the next 3-6 months, and 68% are reducing operational and administrative expenses.

Around 30% of the companies said they would retrench employees if the lockdown was extended too long. The 43% startups have already started 20-40% salary cuts over April-June.

Over 33% startups said investors had put the investment decision on hold and 10% said the deals had been scrapped. Only 8% startups had received funds as per the deals signed before Covid-19 outbreak, the survey revealed.

The reduced funding has forced startups to put a hold on business development and manufacturing activities, which has resulted in loss of projected orders.

The survey highlights the need of an urgent relief package for startups, including possible purchase orders from the government, tax relief and swifter tax refunds, and immediate fiscal support measures, including grants, soft loans and payroll grants.

Besides 250 startups, 61 incubators and investors also participated in the survey.

While 96% of investors accepted that their investments in startups had been impacted by Covid-19, 92% said their investments in startups would continue to be low over the next six months.

Around 59% investors said they would prefer to work with the existing portfolio firms in the coming months. Only 41% said they would consider new deals.

"A comparison of priority investment sectors before and during Covid-19 shows 35% investors are now looking at investments in healthcare startups, followed by EdTech, AI/Deep Tech, FinTech and Agri," said the survey.

Around 44% incubators surveyed said their day-to-day operations had been considerably hit by Covid-19. Most incubators are now supporting their portfolio firms by providing them virtual platforms to interact with mentors, investors and industries.

Dilip Chenoy, FICCI Secretary General, said, "The startup sector is stressed for survival at the moment. The investment sentiment is also subdued and is expected to remain so in the coming months. Lack of working capital and cash flows may lead to major layoffs over the next 3-6 months."

Indian startups needed an enabling ecosystem and flow of funds to continue operations, the survey said.

Padmaja Ruparel, President, Indian Angel Network & Co-Chair of FICCI Startup Committee, said, "In these uncertain times, as investors, we must play an important role to provide the Indian startups funding, mentoring and hand-holding support to stay afloat and come out at the other end of this crisis."

To that end, IAN recently announced a debt fund to help IAN portfolio companies raise working capital and ensure business continuity by partnering with debt providers.

This must be replicated on a wider scale, so a larger number of startups are provided the capital support to make it during these tough times, Ruparel said.

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Agencies
July 4,2020

Twitter has joined efforts to do away with racially loaded terms such as master, slave and blacklist from its coding language in the wake of the death of African-American George Floyd and ensuing Black Lives Matter protests.

The project started even before the current movement for racial justice escalated following the death of 46-year-old George Floyd in police custody in May.

The use of terms such as "master" and "slave" in programming language originated decades ago. While "master" is used to refer to the primary version of a code, "slave" refers to the replicas. Similarly, the term "Blacklist" is used to refer to items which are meant to be automatically denied.

The efforts to change these terms in favour of more inclusive language at Twitter were initiated by Regynald Augustin and Kevin Oliver and the microblogging platform is now backing their efforts.

"Inclusive language plays a critical role in fostering an environment where everyone belongs. At Twitter, the language we have been using in our code does not reflect our values as a company or represent the people we serve. We want to change that. #WordsMatter," Twitter's engineering team said in a post on Thursday.

As per the recommendations from the team, the term "whitelist" could be replaced by "allowlist" and "blacklist" by "denylist".

Similarly, "master/slave" could be replaced by "leader/follower", "primary/replica" or "primary/standby".

Twitter, however, is not the first to start a project to bring inclusivity in programming language.

According to a report in CNET, the team behind the Drupal online publishing software started using "primary/replica" in place of "master/slave" as early as in 2014.

The use of the terms "master/slave" was also dropped by developers of the Python programming language in 2018.

Now similar efforts are underway at Microsoft's Github and LinkedIn divisions as well, said the report.

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Agencies
June 24,2020

New Delhi, Jun 24: The Centre has made it mandatory for sellers to enter the 'Country of Origin' while registering all new products on government e-marketplace (GeM).

The e-marketplace is a special purpose vehicle (SPV) under the Ministry of Commerce and Industry which facilitates the entry of small local sellers in public procurement, while implementing 'Make in India' and MSE Purchase Preference Policies of the Centre.

Accordingly, the ministry said the move has been made to promote 'Make in India' and 'Atma Nirbhar Bharat'.

The provision has been enabled via the introduction of new features on GeM.

Besides the registration process, the new feature also reminds sellers who have already uploaded their products, to disclose their products' 'Country of Origin' details.

The ministry further said that failing to disclose the detail will lead to removal of the products from the e-marketplace.

"GeM has taken this significant step to promote 'Make in India' and 'Aatmanirbhar Bharat'," the ministry said in a statement.

"GeM has also enabled a provision for indication of the percentage of local content in products. With this new feature, now, the 'Country of Origin' as well as the local content percentage are visible in the marketplace for all items. More importantly, the 'Make in India' filter has now been enabled on the portal. Buyers can choose to buy only those products that meet the minimum 50 per cent local content criteria."

In case of bids, the ministry said that buyers can now reserve any bid for a "Class I Local suppliers. For those bids below Rs 200 crore, only Class I and Class II Local Suppliers are eligible to bid, with Class I supplier getting purchase preference".

In addition to this, the Department for Promotion of Industry and Internal Trade (DPIIT) has reportedly called for a meeting with all e-commerce companies such as Amazon and Flipkart to display the country of origin on the products sold on their platform, as well as the extent of value added in India.

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