Background: The prevalence of anxiety among college students is a growing global concern, with a median prevalence of 32%. This study addresses the need for effective interventions within an educational policy framework to alleviate anxiety and promote mental health among college students. Objective: The study aims to evaluate the impact of breathing relaxation exercises and tactile art therapy on college students' self-understanding and psychological well-being, providing reference information for policies and practices in mental health education. Methods: We enrolled 10 college students from X University in South Korea, dividing them into an experimental group and a control group. The experimental group underwent 10 sessions of breathing exercises and tactile art therapy, while the control group received standard psychological counseling. Pre- and post-tests assessed breathing function, self-understanding, and psychological well-being. Results: The experimental group demonstrated significant improvements in breathing function, particularly in forced vital capacity (FVC), and in psychological well-being, as measured by the Psychological Well-Being Scale (PWBS). Sub-factors such as safety, goal orientation, and self-acceptance within self-understanding, self-acceptance, positive relationships, purpose in life, and environmental mastery within psychological well-being, showed notable enhancements. In contrast, the control group did not show significant effects in terms of FVC and FEV1(p > 0.05), and there were no statistically significant differences in the various sub-factors of self-understanding and psychological well-being. Conclusion: The study demonstrates that integrating breathing relaxation exercises and tactile art therapy into educational policy can significantly reduce anxiety and enhance the psychological well-being of college students. These findings suggest that such interventions can be effective components of a comprehensive educational policy aimed at improving student mental health.
The increasing demand for electricity and the need to reduce carbon emissions have made optimizing energy usage and promoting sustainability critical in the modern economy. This research paper explores the design and implementation of an Intelligent-Electricity Consumption and Billing Information System (IEBCIS), focusing on its role in addressing electricity sustainability challenges. Using the Design Science Research (DSR) methodology, the system's architecture collects, analyses, and visualizes electricity usage data, providing users with valuable insights into their consumption patterns. The research involved developing and validating the IEBCIS prototype, with results demonstrating enhanced real-time monitoring, load shedding schedules, and billing information. These results were validated through user testing and feedback, contributing to the scientific knowledge of intelligent energy management systems. The contributions of this research include the development of a framework for intelligent energy management and the integration of data-driven insights to optimize electricity consumption, reduce costs, and promote sustainable energy use. This research was conducted over a time scope of two years (24 months) and entails design, development, pilot test implementation and validation phases.
In recent years, e-sports, as an emerging form of competition, has been rapidly integrated into the daily life of college students, and with its rich interactivity, instant feedback and teamwork, e-sports provides them with an effective channel for emotional catharsis and psychological regulation. This study takes students from four universities as the survey object and adopts quantitative research method to analyze the relationship between different types of e-sports activities and psychological stress resistance through questionnaire survey method combined with spss. The samples were randomly sampled, and a total of 500 valid questionnaires were collected. The results of the study show that: 1. In terms of participation, the ability of students to withstand academic stress and life stress is significantly improved, and e-sports is an effective way to regulate emotions and relieve stress; 2. the three types of games (First-person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy Game) have different impacts on stress tolerance, of which FPS has the greatest impact on stress tolerance; 3. the frequency of playing e-sports affects your stress tolerance; 4. teamwork and strategy play an important role in e-sports resilience.
This research was conducted using a survey research method to investigate the influence of Artificial Intelligence (AI) on Nigerian students' academic performances in tertiary institutions. Nigerian tertiary institutions have an estimated population of about 2.5 million students across the universities, polytechnics, monotechnics, and colleges of education. A sample size of 509 was used. The researchers adopted an online questionnaire (Google Form) to administer questions to respondents across Nigeria to elicit responses from the respondents bordering on their awareness and the use of AI and its attendant impacts on their academic performance. Five research objectives were raised for the proper investigation of this study. From the findings of the study, the researchers found that the majority of Nigerian students use AI and that AI has positive impacts on the educational performance of Nigerian students. It was also found that Nigerian students have training on the use of AI for educational purposes and that they are more familiar with Snapchat AI and ChatGPT. Conclusively, AI is useful to students in the sense that it enhances their knowledge of their courses, improves their learning and speaking skills, and helps them to have a quick understanding of their course by way of simplifying technical aspects of their courses. The researchers therefore recommend as follows: Nigerian tertiary institutions should formally train students as well as teachers on the use of AI for academic purposes so that they can understand the ethical implications of the use of AI. Using AI for writing could be interpreted to mean examination malpractice, and this should not be condoned in the educational sector; however, at the moment, a small number of students used AI for examinations. Albeit, the appropriate use of AI should be fully integrated into Nigerian tertiary institutions' curricula.
The Republic of Moldova is a state with a small, but dynamic economy and which, with the help of competitiveness in the IT industry, is looking for a place on the economic market in the Eastern European region. The research approaches this topic from an economic, historical, but also geopolitical point of view. This analysis of economic data and figures from the last period, combined with government policies and that of the National Bank of Moldova, means that in the near future the software economic area of Moldova will become an important regional player in this part of Europe.
In the current era of globalization, the need arises to train individuals who are spiritually enriched, creatively developed, and culturally grounded through the advancement of education and science, as well as through art and culture. These individuals must be capable of integrating artistic creativity into their professional activities. In this context, the issue of fostering values of historical and cultural significance through virtual reality technologies emerges as a novel area of research. The study aims to reveal the essence of the concept "virtual museum" and test the level of perspective art teachers' readiness for utilizing the virtual museum in their professional activity to foster their cultural values of artic creativity. Employing quantitative and qualitative methods, the study encompassed questionnaires, tests, and assignments administered to 135 university students divided into control and experimental groups. To diagnose students' readiness to utilize virtual museum technology in their professional activities, three components (motivational, cognitive, and operational), criteria, indicators and levels of readiness were identified. Findings indicate that there is a noticeable difference between the experimental group's results before and after completing the authors' elective course titled "Methodology of using the virtual museum". This demonstrates the effectiveness of this course conducted with the experimental group. The study highlights the importance of perspective art teachers' acquisition of knowledge, skills and competences necessary to implement the virtual museum method in their teaching activity through the proposed elective course incorporated into the university educational process in order to foster students' cultural values of artic creativity.
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