Concession agreements (CAs) in the port sector are designed to establish mutually beneficial arrangements for involved parties. They serve as catalysts, enabling ports to attract adept private investors and secure requisite funding to enhance port infrastructure, superstructure, and service quality. Concurrently, the imperative to mitigate negative externalities and promote sustainable practices in port organization and development remains paramount. In this context, the paper explores the nuanced landscape of CAs, specifically focusing on the urgent need for an innovative framework that integrates sustainability within port organization, operations and development. Drawing from existing academic discourse and field evidence, it systematically identifies, examines, and analyzes fundamental requirements and key factors that should be considered in CAs, in line with sustainable development and proposes a reference framework for an ideal Concession Agreement model. Despite evident strengthening of sustainability implications in port concessions, significant room for improvement persists. Nevertheless, dynamics in the field create a certain optimism for the future.
Competency-based education is one of the many important educational objectives in the cultivation of senior vocational talents. In the past education model, the importance of achievement is greater than ability. Teachers rely on the scores of test papers to classify students' grades. Competency-based education has changed this situation very well, paying special attention to students' ability training. This paper mainly studies how to better promote the reform and innovation of English teaching in higher vocational colleges and strengthen students' learning ability and vocational skills while ensuring students' ability development.
The sustainability of the creative industry through creative-based tourism in the Laweyan Tourism Village requires the support of a sustainable and inclusive development model for local communities. This research aims to present the design of a tourist village development model that applies the eco-cultural city concept as a Surakarta City Perspective through creative-based tourism towards creative industries. This research uses a qualitative approach with a descriptive exploratory method. Data collection techniques use interviews with key informants. Empirical observation using cultural mapping as identification of physical mapping of spatial layout, build ings and environment, as well as cultural landscapes for tangible and intangible cultural assets of the community in the local landscape in the Laweyan tourist village. Content analysis is applied as a research data analysis method. The research results provide an overview of the design of the creative-based tourism village development model towards a sustainable creative industry including aspects attraction, accessibility, amenities, and ancillary, and green tourism. Model design requires commitment and participation from the government and private sector in collaborating with sustainable tourist village development forums.
Over the past decade, the integration of technology, particularly gamification, has initiated a substantial transformation within the field of education. However, educators frequently confront the challenge of identifying suitable competitive game-based learning platforms amidst the growing emphasis on cultivating creativity within the classroom and effectively integrating technology into pedagogical practices. The current study examines students and faculty continuous intention to use gamification in higher education. The data was collected through an online survey with a sample size of 763 Pakistani respondents from various universities around Pakistan. The structural equation modeling was used to analyze the data and to investigate how continuous intention to use gamification is influenced by, extended TAM model with inclusion of variables such as task technology fit, social influence, social recognition and hedonic motivation. The results have shown that task technology has no significant influence on perceived usefulness (PU) where as it has a significant influence on perceived ease of use (PEOU). Social influence (SI) indicates no significant influence on perceived ease of use. Social recognition (SR) indicates positive influence on perceived usefulness, perceived ease of use, and continuous intention. The dimensional analysis indicated that perceived ease of use has insignificant influence on perceived usefulness. Both PEOU and PU exhibit positive influence on attitude. Hedonic motivation (HM) and attitude were observed to have a positive influence on continuous intention (CI). Moreover, gamification is found to efficiently and effectively achieve meaningful goals by tapping intrinsic motivation of the users through engaging them in playful experiences.
In Industry 4.0, the business model innovation plays a crucial role in enabling organizations to stay competitive and capitalize on the opportunities presented by digital transformation. Industry 4.0 is driven by digitalization and characterized by integrating various emerging technologies. These technologies can potentially change traditional business models and create new value propositions for customers. This paper aims to analyze and review the research papers through a bibliometric approach scientifically. The data were extracted from reputable Clarivate Web of Science (WoS) Core Collection sources from 2010 to 2023 (June). However, the publication started in 2018 for the research fields. The results show that scientific publications on research domains have increased significantly from 2020. VOSviewer, R Language, and Microsoft Excel were utilized for analysis. Bibliometric and Scientometric approaches conducted to determine and explore the publication patterns with significant keywords, topical trends, and content clustering better discussions of the publication period. The visualization of the data set related to research trends of Industry 4.0 in relation to Business Model Innovation resulted in several co-occurrence clusters namely: 1) Business Model Innovation; 2) Industry 4.0; 3) Digital transformation; and 4) Technology implementation and analysis. The study results would identify worldwide research trends related to the research domains and recommendations for future research areas.
While some conflict can serve as a more sophisticated stimulus to student achievement, significant or unresolved conflict can delay or even frustrate even the best-planned curriculum. The aim of our study is to get a clear picture of the conflicts with whom and to what extent the international students studying on our campuses have conflicts that affect their performance, and how they can manage them. In our study, based on a questionnaire survey (n = 480), we revealed that the international students at our university have the most conflicts with other foreign students, and the least with Hungarians, including their teachers. On the other hand, we found that according to the Thomas-Kilmann Conflict Instrument, they solve their problems by the Compromising and Accommodating style. The results obtained by detailed socio-demographic aspects show significant differences, mainly between gender, age, and country groups. Knowledge of the revealed facts and connections can offer conscious and careful solutions to understand and reduce tensions, and this can improve the understanding and management of conflict in the classroom, in collaborative projects, and even in non-teaching environments on campuses.
Copyright © by EnPress Publisher. All rights reserved.