Academic literature on the topic 'Video games South Africa'

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Journal articles on the topic "Video games South Africa"

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Mamotheti, Makhasane, and Olawande Daramola. "Preferences of Grade R-12 learners in South Africa for Digital Game-based Learning." European Conference on e-Learning 21, no. 1 (October 21, 2022): 240–49. http://dx.doi.org/10.34190/ecel.21.1.909.

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Evidence from the literature suggests that Game-based Learning (GBL) can help students learn better. A gamified environment can provide a blend of serious learning and fun for students. Some researchers have observed that GBL could stimulate valuable educational outcomes and positively impact a child's life. However, evidence shows that students in poor communities in South Africa are performing poorly academically due to poor student engagement and lack of motivation. Although GBL platforms are being used widely in some developed countries, they have not been widely adopted in South African schools. This paper provides insight on the preferences of learners in South African schools with respect to GBL. We conducted a survey involving participants from four South African Schools (2 Primary schools and 2 Secondary schools) to determine the type and mode of GBL that Grade R-12 learners prefer. A total of 193 learners participated in the survey. The study found the learners' preferential order of type of games are puzzles, video games, simulation games, word games, and card games. The aspects of visual aesthetics, musical scores, and incentive appeal to most learners. At the same time, there is also a preference for games that involves a challenge, enable competition with peers, and promotes curiosity. Based on our findings, we argue that multiplayer game platforms that have rich social interaction features would suit learners in South African schools, while single-player game platforms that can stimulate logical thinking and reasoning will also be helpful to aid learners in identified difficult subjects like Mathematics, Mathematical Literacy, Pure Science, accounting, and Geography. The study provides a solid foundation for understanding the requirements for developing GBL solutions to support education in South Africa. Furthermore, the study's findings could guide government policy on the adoption of GBL and software developers in making design choices during the development of GBL platforms.
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Bayeck, Rebecca Y. "Exploring video games and learning in South Africa: An integrative review." Educational Technology Research and Development 68, no. 5 (April 8, 2020): 2775–95. http://dx.doi.org/10.1007/s11423-020-09764-7.

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Pietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (January 8, 2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.

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Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging to the associated online communities. Through the use of in-depth interviews, the article explores various aspects of the life stories of a group of eight South African university students. It attempts to show how online gaming has become a part of their lifeworlds. The aim of this article is to present the narratives of online gamers as rich and descriptive accounts that maintain the voices of the participants. Various aspects of the lifeworlds of online gamers are explored. Firstly, an exploration is undertaken to gain an understanding of what it means to be a gamer. It focuses on how a person can become involved with gaming and how it can evolve into something that a person is engaged with on a daily basis. Secondly, it explores how video games influence the perception of reality of gamers. Immersion in video games can transfer a player into an alternative reality and can take the focus away from the real world. This can lead to feelings of joy and excitement, but can also lead to escapism. Lastly, the article shifts attention towards how online video gamers experience online communities. Players can have positive experiences with random strangers online, but because of the anonymous nature of the online environment, it can also lead to negative and isolating experiences.
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Veblen, Kari K., Nathan B. Kruse, Stephen J. Messenger, and Meredith Letain. "Children’s clapping games on the virtual playground." International Journal of Music Education 36, no. 4 (May 14, 2018): 547–59. http://dx.doi.org/10.1177/0255761418772865.

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This study considers children’s informal musicking and online music teaching, learning, playing, and invention through an analysis of children’s clapping games on YouTube. We examined a body of 184 games from 103 separate YouTube postings drawn from North America, Central and South America, Europe, Africa, Asia, Australia, and New Zealand. Selected videos were analyzed according to video characteristics, participant attributes, purpose, and teaching and learning aspects. The results of this investigation indicated that pairs of little girls aged 3 to 12 constituted a majority of the participants in these videos, with other participant subcategories including mixed gender, teen, adult, and intergenerational examples. Seventy-one percent of the videos depicted playing episodes, and 40% were intended for pedagogical purposes; however, several categories overlapped. As of June 1, 2016, nearly 50 million individuals had viewed these YouTube postings.
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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic. Keywords: Video game, pandemic, online games, confinement. References [1]M. Olff, Screening for consequences of trauma–an update on the global collaboration on traumatic stress.European Journal of Psychotraumatology, 2020. [2]Z. Li, China’s Digital Content Publishing Industry: The 2019 Annual Report on Investment Insights and Market Trends. Publishing Research Quarterly, 2020. [3]R. Agis, An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games, Expert Systems with Applications, 2020. [4]O. Wulansari, Video games and their correlation to empathy: How to teach and experience empathic emotion. Advances in Intelligent Systems and Computing, 2020. [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012. [6]S. Fowler, Intercultural simulation games: A review (of the united states and beyond). Sage Journals, 2010. [7]G. Chursin, Learning game development with Unity3D engine and Arduino microcontroller. Journal ofPhysics: Conference Series, 2019. [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020. [9]R. Bayeck, Exploring video games and learning in South Africa: An integrative review. Educational TechnologyResearch and Development, 2020. [10]K. Hewett, The 21st-Century Classroom Gamer. Games and Culture, 2021.
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de Jager, Nic. "Reading gamefully: videogamification as multimodal pedagogy for high school setworks." Image & Text, no. 36 (June 21, 2022): 1–41. http://dx.doi.org/10.17159/2617-3255/2022/n36a8.

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This paper draws from multiple publications in the Literacy Studies, Game Studies and Multimodal fields to foreground the affordances of using modern video game aesthetics - particularly their user interfaces or screens - as learning scaffolds in the under-resourced English classroom context. Though this may be seen as a well-worn terrain for research today (nearly 30 years after the advent of Game Studies), it is argued that video games remain somewhat underrepresented in literacy education, with the Covid-19 pandemic and recurrent lockdowns even further cementing games technologies from learners' home domains as the new frontier in teaching and learning. The benefits of importing such technologies into the classroom is nothing new to the field. Yet, this study innovates by optimising the most accessible of graphological media (pencils, pens, paints and paper) during participants' transmodalisations of prescribed English literature - particularly Shakespeare's plays - into a range of video game screenshots, including character menus, maps, and heads-up-displays. The research site is a public high school in Johannesburg, South Africa, with five Grade 10-12 learners drawing the screenshots in response to an extracurricular, multimodal enrichment programme. The author contends that this programme (or similar pedagogies) may encourage future groups to delve further into the complexities of their school setworks, which may then be connected meaningfully to their own, increasingly digital life-worlds. Recognising game-making as an extraordinarily complex undertaking, the researcher then offers a fine-grained analysis of each participant's text-to-game re-genrefication. In this way, the powerful representational properties of the video game medium can come to light, reaffirming its importance as a semiotic resource and pedagogic tool.
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Loliwe, Thando. "How to Design Accounting Video Lectures to Recover Lost Time." Issues in Informing Science and Information Technology 15 (2018): 207–47. http://dx.doi.org/10.28945/4046.

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Aim/Purpose: The objective of this study is to understand how video lectures of the same length and content as the current face-to-face lectures can be designed and implemented to have a positive effect on student performance, particularly when there is a campus shutdown. Background: In a number of South African universities protests by the students are on the increase. Often, they lead to the cancellation of academic activities such as face-to-face classes and examinations. Methodology: A quasi-experimental design was used on two video lectures to (1) compare the performance of the students who did not watch the video lectures and those who watched the video lectures, (2) compare the performance of each student who watched the video lectures on the test topics covered in the videos and the test topics not covered in the videos, and (3) determine the factors that influence the effectiveness of the video lectures. Contribution: This study contributes to the literature by investigating the effectiveness of video lectures in improving student performance, the factors associated to the effectiveness of such lectures, and the complexity or simplicity of the two video lectures used, and by providing possible solutions to the challenges identified in relation to designing video lectures. Findings: In terms of student performance, there is no significant advantage arising from watching the video lectures for the students who watch the video lectures, as compared to those who did not watch the video lectures. It is also found that the student performance on the topics with video lectures is significantly associated to the students’ commitment, prior performance, the quality of the content, and the design of the videos. Recommendations for Practitioners: This study recommends how the accounting video lectures can be designed and highlights the environments in which the video lectures of the same length and content as the face-to-face lectures should not be used. Recommendation for Researchers: Researchers should replicate this study by using short length videos of better quality and appropriate length, which incorporate current issues, games, are interactive, and so forth. Impact on Society: This study examines the use of educational video lectures in order to minimise the impact of disruptions at university level. Future Research: Future studies may use randomly selecting treatment and control groups. They may consider a nationwide research or using qualitative interviews in examining the use of educational video lectures.
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Bunt, Byron, and Lance Bunt. "Ganking the Ranking: The self-reported Learning Potential from a Selection of game Genres to Develop self-directed Learning." European Conference on Games Based Learning 16, no. 1 (September 29, 2022): 117–27. http://dx.doi.org/10.34190/ecgbl.16.1.802.

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Game-based learning (GBL) is said to have encouraging potential for varying educational contexts and scenarios, but how do practitioners select suitable edifying gaming content for their own unique environments? Moreover, what are the correct strategies, recommendations, procedures and/or parameters for choosing appropriate gaming media for learning? There are countless options to choose from, varying in genre, play style, medium, difficulty, aim(s), etc. This paper presents the results of an interpretive study seeking to discern a set of requirements and qualities of informed GBL selection. Online surveys completed by history-for-education students at a South African Higher Education institution hope to bring us closer to guidelines for more effective GBL selection and application in tertiary education contexts across the globe. The following paper begins with remarks on the significance of self-direction in contemporary Higher Education and the potential for GBL to not only spur this tendency on, but to frame and support it. The conceptual framework used in the project is then unpacked as it relates to self-directed learning, game-based learning, video games and supplementary theoretical structures. The proceeding section is divided into three sections related to central study concepts, including: meta-behaviour, metacognition, and meta-emotion, with trial and error, observation and modelling, as well as reinforcement learning as subcategories of meta-behaviour that follow. Additional subcategories surrounding metacognition are then explored, namely: connected learning, reflect and improvise, logical and analytical reasoning, inquiry-based learning, and synthesis. The methodology then describes the hybrid video/survey techniques utilised to gather data relating to participant impression(s), motivational factors, challenge and educational value of GBL selection for Higher Education contexts. Results obtained provide a suitable starting point to construct a viable applied framework for such an environment.
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NASIR, Taofiq Olaide, Florence Oluwakemi OLADEJI, and Adeyinka Juliet AKINBOYE. "Education through Entertainment in Contemporary African Society: An Examination of Wale Adenuga’s “Super Story” in Select Divisions of Ibadan, Nigeria." International Journal of Education and Literacy Studies 10, no. 1 (February 4, 2022): 231. http://dx.doi.org/10.7575/aiac.ijels.v.10n.1p.231.

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The educational system in many contemporary African nations is faced with many challenges amongst which are the quest for effective teaching and learning methodology. This paper therefore examines the methodological value and inherent potentials within the ambits of drama/cultural performances that embraces ‘edu-tainment’ concepts to identifying a problem while seeking plausible means of finding solutions to the identified problems in a participatory induced order. ‘Edu-tainment’ in this order refers to a form of entertainment activity designed to educate, amuse or entertain and instruct by embedding lessons in form of live acts, television, computer, multimedia and video games. The suitability and preference of this educational mode especially amongst the youth is a sine-qua-non essentially because of their restless gabs and proneness to boredom. The viewership of Super Story among Ibadan South-West Local Government residents was analysed to elicit knowledge for improved educational access. Survey research method using multistage and convenient sampling techniques was used with 500 copies of questionnaire distributed. The analysis of data showed that 100% of the respondents watch soap opera series and super story while 71.4% maintained viewership due to captivating storylines. Further findings suggest that soaps can be used to preserve culture and improve educational access; carefully designed Entertainment-Education programmes are viable requiring the designing and conscious implementation of media messages with the aim of educating the target audience to fulfill the functions of information, education and entertainment.
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Al-Imam, Ahmed, Marek A. Motyka, and Mariusz Z. Jędrzejko. "Conflicting opinions in connection with digital superintelligence." IAES International Journal of Artificial Intelligence (IJ-AI) 9, no. 2 (June 1, 2020): 336. http://dx.doi.org/10.11591/ijai.v9.i2.pp336-348.

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<p>In 1964, Nikolai Kardashev proposed the Kardashev scale, a system for measuring the extent of technological advancement of a civilization based on the magnitude of energy consumption. We are approaching an inevitable type-1 civilization, and artificial superintelligence superior to that of humans can concur with a higher-hierarchy Kardashev civilization. We aim to survey public opinions, specifically video gamers, worldwide compared to those in Poland, concerning artificial general intelligence and superintelligence. We implemented an amalgam of cross-sectional and longitudinal analyses of the database of literature and Google search engine. The geographic mapping of surface web users who are interested in artificial superintelligence revealed the top ten contributing countries: Iran, Mexico, Colombia, Brazil, India, Peru, South Africa, Romania, Switzerland, and Chile. Developing countries accounted for 54.84% of the total map. Polish people were less enthusiastic about artificial general intelligence and superintelligence compared with the rest of the world. Futuristic technological innovations imply an acceleration in artificial intelligence and superintelligence. This scenario can be pessimistic, as superintelligence can render human-based activities obsolete. However, integrating artificial intelligence with humans, via brain-computer interface technologies, can be protective. Nonetheless, legislation in connection with information technologies is mandatory to regulate upcoming digital knowledge and superintelligence.</p>
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Dissertations / Theses on the topic "Video games South Africa"

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Wright, Bianca Maria-Teresa. "Games as communication: an analysis of advertising in South Africa." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012929.

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Games as a form of communication have been examined by academics in the fields of game studies, narratology and media studies, among others, but the use of games to communicate advertising messages has not been adequately explored within the South African context. The study sought to investigate the phenomenon of advergaming, purpose-built games designed to communicate an advertising message, in South Africa, and to develop a model for the use of advergaming as a viral marketing tool in this context. Using a hybrid approach, the study examined the way that advertising agencies currently use advergames as well as the effectiveness of advergaming as a means to communicate a message. The study presents the results of a national survey of advertising agencies in South Africa, a content analysis of existing advergames and an analysis of three semi-structured group interview experiments conducted using selected advergames. The findings point to the potential of advergaming as a message communication tool, but also highlight the challenges that may hamper the widespread use of advergaming in South Africa. It proposes the use of the mobile environment as a means to reach a wider South African audience and in that way, overcome some of the obstacles to advergaming adoption. In addition, the results identify aspects of advergames that seem to correlate with the effectiveness of message communication.
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Cain, Julia. "Understanding film and video as tools for change : applying participatory video and video advocacy in South Africa." Thesis, Stellenbosch : Stellenbosch University, 2009. http://hdl.handle.net/10019.1/1431.

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Thesis (DPhil (Drama))--Stellenbosch University, 2009.
The purpose of this study is to examine critically the phenomenon of participatory video and to situate within this the participatory video project that was initiated as part of this study in the informal settlement area of Kayamandi, South Africa. The overall objective of the dissertation is to consider the potential of participatory video within current-day South Africa towards enabling marginalised groups to represent themselves and achieve social change. As will be shown, the term ‘participatory video’ has been used broadly and applied to many different types of video products and processes. For the preliminary purposes of this dissertation, participatory video is defined as any video (or film) process dedicated to achieving change through which the subject(s) has been an integral part of the planning and/or production, as well as a primary end-user or target audience. The two key elements that distinguish participatory video are thus (1) understanding video (or film) as a tool for social change; and (2) understanding participation by the subject as integral to the video process. An historical analysis thus considers various filmmaking developments that fed into the emergence of participatory video. These include various film practices that used film as a tool for change -- from soviet agitprop through to the documentary movement of the 1930s, as well as various types of filmmaking in the 1960s that opened up questions of participation. The Fogo process, developed in the late 1960s, marked the start of participatory video and video advocacy and provided guiding principles for the Kayamandi project initiated as part of this dissertation. Practitioners of the Fogo process helped initiate participatory video practice in South Africa when they brought the process to South African anti-apartheid activists in the early 1970s. The Kayamandi Participatory Video Project draws on this background and context in its planned methodology and its implementation. Out of this, various theoretical issues arising from participatory video practice contextualise a reflection and an analysis of the Kayamandi project. Lastly, this study draws conclusions and recommendations on participatory video practice in South Africa.
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Adam, Jameel. "Video annotation wiki for South African sign language." Thesis, University of the Western Cape, 2011. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_1540_1304499135.

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The SASL project at the University of the Western Cape aims at developing a fully automated translation system between English and South African Sign Language (SASL). Three important aspects of this system require SASL documentation and knowledge. These are: recognition of SASL from a video sequence, linguistic translation between SASL and English and the rendering of SASL. Unfortunately, SASL documentation is a scarce resource and no official or complete documentation exists. This research focuses on creating an online collaborative video annotation knowledge management system for SASL where various members of the community can upload SASL videos to and annotate them in any of the sign language notation systems, SignWriting, HamNoSys and/or Stokoe. As such, knowledge about SASL structure is pooled into a central and freely accessible knowledge base that can be used as required. The usability and performance of the system were evaluated. The usability of the system was graded by users on a rating scale from one to five for a specific set of tasks. The system was found to have an overall usability of 3.1, slightly better than average. The performance evaluation included load and stress tests which measured the system response time for a number of users for a specific set of tasks. It was found that the system is stable and can scale up to cater for an increasing user base by improving the underlying hardware.

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Nongogo, P., PB Shaw, and I. Shaw. "Delivering the international olympic committee's mandate on youth olympic games in South Africa." African Journal for Physical, Health Education, Recreation and Dance, 2009. http://encore.tut.ac.za/iii/cpro/DigitalItemViewPage.external?sp=1001648.

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ABSTRACT The International Olympic Committee (IOC) is currently planning the historic Youth Olympic Games (YOG), an international mul ti sport event that will be inaugurated in Singapore in 2010. On the 6t h of July 2007, the establishment of the YOG was approved and will feature 14 to 18 year old athletes. The purpose of the YOG is to complement the Olympic Games but not to create a “mini Games”. This event will place emphasis on quality of performance, rather than the sport ing achievement itself and the IOC aims to use the YOG to address the decline in the relevance of sport amongst the younger generation and to educate the youth through the values that sport teaches. The selected sport events will be carefully chosen to protect the health of the young athletes. This study evaluated the perceived strengths, weaknesses, opportunities and threats that South Africa faces in delivering the mandate of the IOC on the YOG. The study had a critical theoretical framework. A semi structured questionnaire was completed by 36 academic sport experts and administrators of the nine provincial sport academies. The semi st ructured questionnaire al lowed the respondents an opportunity to comment on other relevant issue(s) not raised in the questionnaire. Thematic content analysis was carried out on the semi structured questionnaires. The data gained was util ised to briefly crit ique South African society and sports in the context of the YOG. The findings i lluminate some percept ion on South Africa’s strengths, weaknesses, opportunities and threats in relation to the IOC’s vision and mandate and how a team for the Singapore 2010 YOG and beyond may be galvanised.
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Winch, Jonathan R. T. "Sir William Milton : a leading figure in public school games, colonial politics and imperial expansion 1877-1914." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/79890.

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Thesis (PhD)--Stellenbosch University, 2013.
This investigation is aimed at providing a better understanding of William Milton’s influence on society in southern Africa over a period of more than thirty years. In the absence of any previous detailed work, it will serve to demonstrate Milton’s importance in restructuring the administration, formulating policy and imposing social barriers in early Rhodesia – factors that will contribute to the research undertaken by revisionist writers. It will also go some way towards answering Lord Blake’s call to discover exactly what the Administrator did and how he did it. Milton’s experiences at the Cape are seen as being essential to an understanding of the administration he established in Rhodesia. Through examining this link – referred to by historians but not as yet explored in detail – new knowledge will be provided on Rhodesia’s government in the pre-First World War period. The Cape years will offer insight into Milton’s working relationship with Rhodes and his involvement in the latter’s vision of the region’s social form and future. They will also shed light on Milton’s attitude towards people of colour. Cricket and rugby are key themes running through Milton’s life. The study will illuminate much about the creation of South African sport at a time when the public school games ethic was important in the nature of empire. Milton made an enormous but controversial contribution to the playing of the games, club culture, facilities, administration, international competition and who was eligible to represent South Africa.
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Masuku, Philile. "South Africa's Bid for the 2004 Olympic Games as means for international unity and international awareness." Thesis, Stellenbosch : Stellenbosch University, 2004. http://hdl.handle.net/10019.1/50098.

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Thesis (MA)--Stellenbosch University, 2004.
ENGLISH ABSTRACT: Mega-events such as the Olympic Games have emerged as one of the most significant features of the global era. Not only has the number of participants increased, but also the hosting of these events has been seen as an opportunity for countries to externally market themselves, in an attempt to raise their international profile, and to develop national identity. As such, many nations continue to enthusiastically compete to host these events. Despite the prestige of hosting events, South Africa has in the past been excluded from participating, let alone being considered to bid to host events of such magnitude. This was as a result of the Apartheid policy that extended into sport. After being admitted into the world of sport, it has joined the list of nations that regularly compete to bid. There are two questions that this study sets out to explore. Firstly, how did hosting of the Games market South Africa internationally? Secondly, did hosting the Games help celebrate South Africa's national identity? In trying to answer these questions, the marketing power concept has been used. Part of the proposition is that marketing power is more sought after by state elites who lack national identity. In light of this, South Africa has been used as a case study. Bidding to host the Olympic Games was no easy road for South Africa, and in the aftermath of the Bid, this study identifies the reasons why the Bid was unsuccessful. The findings suggest that South Africa's attempt to host the Games did indeed market the country internationally. However, the findings indicate that bidding to host the Games did not bolster national identity, instead it revealed that there was lack of unity. In addition there are some important lessons that can be drawn from this study.
AFRIKAANSE OPSOMMING: Hoë-profiel gebeure soos die Olimpiese Spele is een van die mees opmerklike gevolge van die globale era. Buiten dat die aantal deelnemers aan sulke gebeurtenisse dramaties togeneem het, het die eise en die kompetisie om sodanige gebeurtenisse aan te bied, toegeneem omdat state hierdeur hulself ekstern kan bemark en intern skep sulke gebeurtenisse 'n geleentheid om nasionale identiteit te bevorder. Ten spyte van die prestige wat die gasheer-staat in sulke gevalle te beurt val, is apartheid Suid- Afrika histories uitgesluit van deelname aan veral hoë profiel sport, en was die aanbieding van sulke gebeurtenisse in Suid-Afrika buite die kwessie. Namate Suid- Afrika weer 'n aanvaarde lid van die gemeenskap van nasies geword het, het Pretoria ook toenemend begin bie om hoë-profiel sportgebeurtenisse aan te bied. Hierdie studie verken twee sentrale vraagstukke. Eerstens, hoe bemark die aanbied van die Olimpiese Spele Suid-Afrika op 'n internasionale grondslag? Tweedens, help die aanbieding van sulke sportgebeure werklik om 'n gevoel van 'n nasionale identiteit onder Suid-Afrikaners aan te wakker? Ten einde die vrae te beantwoord, word in 'n hoë mate van die konsep, 'bemarkingsmag' ('marketing power') gebruik gemaak. Daar word deel geargumenteer dat bemarkingmag juis deur staatselites nagejaag word in samelewings waar nasionale identiteit gebrekkig ontwikkel is. Die Suid-Afrikaanse geval is dus by uitstek 'n toonaangewende voorbeeld van die tendens. In die studie word daar aangedui hoekom die bie proses ten einde die Olimpiese Spele aan te bied so 'n besondere komplekse uitdaging is, hoe dit deurgevoer is en waarom Suid-Afrika misluk het. Die bevindings suggereer dat motivering om die Spele aan te bied inderdaad gedryf is deur die behoefte om Suid-Afrika se bemarkingsmag uit te brei. Ten spyte hiervan, het die bie-proses ook 'n baie brose sin van nasionale identiteit ontbloot het en 'n duidelike rasse-skeidslyn in terme van populere steun vir die bie-proses. Die studie onttrek ook 'n aantal gevolgtrekkings wat vir ander bod-prosesse van waarde kan wees.
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Funke, Thomas Bernhard. "Biofuel production in South Africa: the games, the cost of production and policy options." Thesis, University of Pretoria, 2010. http://hdl.handle.net/2263/24639.

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The production of biofuels in South Africa has evolved very slowly and at present there are only a handful of plants producing some derivative of biofuel. The lack of commitment from government and the utter information distortion under which the current policy framework was developed have largely contributed to the current state of affairs. The manner in which the current policy framework was formulated based on the available information has impacted negatively on the development of the industry and it is hypothesised that had a better and more comprehensive analysis process been followed, the framework would be of such a nature that the industry could be sustainable in the long run. The study examines the policies and policy development process that have taken place in other biofuel producing countries and investigates the various policy instruments that are in use in these industries. The study further explores the interactions of industry role players at both government and producer level while attempting to explain the factors that could have caused their deviation from the rational and expected path of strategies and actions. In both games, each at a different level, the resultant Nash Equilibrium changes and prevailing strategies indicate that it is not in the role player's interest to commit to the industry. The government departments involved in formulating the biofuel policy seem to be uninformed and hence choose a low support route while oil companies consistently choose not to invest in capacity and biofuel refiners find their Nash Equilibrium at high levels of investment. A decision tree is formulated to conduct an in-depth review of the current level of profitability of proposed and current projects with specific reference to current legislation. The decision tree unpacks the current economic environment in the industry and identifies various factors that are crucial to the long-term development and growth of the industry. Based on this comprehensive survey of the industry and a detailed comparison of various production costs, together with the design of the game theoretic framework, a conceptual policy framework is designed and it is proposed that this replaces the current biofuel strategy. The new policy framework establishes its sustainable structure based on facts, detailed figures and existing project information. The framework is based on a more sustainable policy structure that combines elements of rural development with the economics that are required in order for the industry to be sustainable in the long run. Unlike the official government biofuels policy, the Industrial Biofuels Strategy, this proposed policy framework takes the industry's and role players' requirements into account and is designed in such a way that government targets and goals are accomplished. It is hypothesised that the implementation of this comprehensive policy framework will assist in the establishment of a successful and sustainable biofuels industry. Copyright
Thesis (DCom)--University of Pretoria, 2011.
Agricultural Economics, Extension and Rural Development
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Ramuhaheli, Tshifhiwa. "Gesture based interface for asynchronous video communication for deaf people in South Africa." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14623.

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Includes bibliographical references (p. 123-128).
The preferred method of communication amongst Deaf people is that of sign language. There are problems with the video quality when using the real-time video communication available on mobile phones. The alternative is to use text-based communication on mobile phones, however findings from other research studies show that Deaf people prefer using sign language to communicate with each other rather than text. This dissertation looks at implementing a gesture-based interface for an asynchronous video communication for Deaf people. The gesture interface was implemented on a store and forward video architecture since this preserves the video quality even when there is low bandwidth.
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Bado, Niamboue. "Video Games and English as a Foreign Language Education in Burkina Faso." Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1395498334.

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Burns, Carolyn Diane. "The relevance of African American singing games to Xhosa children in South Africa a qualitative study /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/burns/BurnsC0509.pdf.

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In post-apartheid South Africa there has been a strong emphasis on teaching traditional music in the schools. Previously the music was greatly influenced by Western European and English systems. New standards were developed in the Arts and Culture Curriculum 2005. The purpose of this study was to explore how children in South Africa could be taught African American singing games, their perception and preferences, and how these songs would meet the new standards. A qualitative study was conducted with 69 Xhosa children in grades five and six at Good Shepherd Primary School in Grahamstown, South Africa. The learners were introduced to three African American singing games of which they had no prior knowledge. The songs were taught in the South African traditional manner; i.e., singing and moving simultaneously. Interviews were subsequently conducted with 47 learners and 5 families. The primary school teachers also provided information informally. The learners related their knowledge of African American singing games compared to their traditional Xhosa singing games and other music. They recognized a relationship between African American slavery and the apartheid era. A learner's preference of song was directly related to his previous experience with a Xhosa children's song or traditional music used for rites and rituals. Interviews with the teachers and parents were very positive indicators that the African American singing games should be included in the curriculum. Parents remembered and sang Freedom Songs and they indicated the need for their children to learn about other African cultures. The outcome of this study may provide South African teachers with materials to introduce African American folk music as an applicable source of multicultural music with African origins. The study suggests successful ways in which we teach multicultural music.
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Books on the topic "Video games South Africa"

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Banmally, Omar. South Park: Official Strategy Guide. Glen Cove, NY: Acclaim Entertainment, Incorporated, 1996.

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It's party time!: Fun ideas for children's parties in South Africa. Cape Town: Struik Timmins, 1990.

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National Film, Video, and Sound Archives (South Africa). Gids op rolprente in die Nasionale Film-, Video-, en Klankargief =. Pretoria: Staatsargiefdiens, 1993.

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National Film, Video, and Sound Archives (South Africa). Gids op grammofoonplate in die Nasionale Film-, Video- en Klankargief: Staatsargiefdiens = Guide to gramophone records in the National Film, Video, and Sound Archives. Pretoria: Staatsargiefdiens, 1992.

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National Film, Video, and Sound Archives (South Africa). Gids op klankkassette in die Nasionale Film-, Video- en Klankargief =: Guide to sound cassettes in the National Film, Video and Sound Archives. Pretoria: Nasionale Argief van Suid-Afrika, 1997.

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Zarka, Albert A. The UN, South Africa, and the Middle East: Power games, hot air, and dirty tricks. Pittsburgh, Pa: Dorrance Pub. Co., 1997.

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National Film, Video, and Sound Archives (South Africa). Gids op kompakskywe in die Nasionale Film-, Video- en Klankargief =: Guide to compact discs in the National Film, Video, and Sound Archives / National Archives of South Africa. Pretoria: Nasionale Argief van Suid-Afrika, 1997.

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Lange, J. H. De. The Anglo-Boer War, 1899-1902, on film. Pretoria: State Archives Service, 1991.

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Performing South Africa's Truth Commission: Stages of transition. Bloomington: Indiana University Press, 2010.

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Jenny, Morgan, ed. Film researcher's handbook: A guide to sources in North America, South America, Asia, Australasia and Africa. London: Routledge, 1996.

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Book chapters on the topic "Video games South Africa"

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Venter, Anja. "Video Game Culture in Cape Town, South Africa." In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_390-1.

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van der Merwe, Rachel Lara. "From Global to National: Mapping the Trajectory of the South African Video Game Industry." In Re-imagining Communication in Africa and the Caribbean, 137–56. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-54169-9_8.

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Cell, John W. "End Games of Segregation and Apartheid: South Africa and the American South." In Comparative Perspectives on South Africa, 217–42. London: Palgrave Macmillan UK, 1998. http://dx.doi.org/10.1007/978-1-349-26252-6_7.

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Amod, Shiraz, and Sumarie Roodt. "How Corporates in South Africa Are Using Serious Games in Business." In Lecture Notes in Computer Science, 288–98. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-44999-5_24.

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Brittain, Ian. "The Paralympic Movement and the Boycott Agenda: South Africa, Apartheid and the Paralympic Games." In The Palgrave Handbook of Paralympic Studies, 321–44. London: Palgrave Macmillan UK, 2018. http://dx.doi.org/10.1057/978-1-137-47901-3_15.

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Pitchford, Nicola. "Customised E-Learning Platforms." In Introduction to Development Engineering, 269–92. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-86065-3_11.

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AbstractMore than 617 million children and adolescents lack the basic reading and mathematics skills required to live healthy and productive lives. Malawi ranks particularly poorly, with an average pupil to teacher ratio of 77:1 and a 50% dropout rate among primary school children. Established in 2013, the Unlocking Talent initiative uses e-Learning technology to help overcome educational challenges. It equips touch-screen tablets with customisable software that delivers lessons through multisensory experiences (e.g. pictures, sound, video and animation). Throughout Malawi, small groups of students in public primary schools have accessed these tablets during weekly sessions on-site. This case study describes a series of evaluations of this e-Learning technology in Malawi, conducted in tandem with experiments in other countries (including the United Kingdom, Brazil, South Africa, Tanzania, Kenya and Ethiopia). Following a pilot evaluation to assess the feasibility of e-Learning in raising learning outcomes, multiple large-scale randomised control trials were conducted. Learning gains hold across multiple cohorts of children and across different countries, generating more than a 3-month advantage in basic mathematics and more than a 4-month advantage in basic reading on average. The intervention also bridges gender gaps in mathematics skills attainment in Malawi.
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González-Ruibal, Alfredo. "Ruins of the South." In Contemporary Archaeology and the City. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198803607.003.0016.

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The ruins of modernity are inevitably the ruins of the North. Actual or imagined ruined cities (the real Detroit or a post-apocalyptic London) are always Euro-American industrial or post-industrial metropolises (Vergara 1999; Woodward 2002; Edensor 2005; Jorgensen and Keenan 2012). These ruins are receiving growing attention by researchers, who often see them as metaphors of a diverse kind—including of our cultural anxieties and fears, of colonialism, capitalism, of the end of master narratives (Hell and Schönle 2010; Dillon 2011; Stoler 2013). They are also scrutinized by cultural heritage managers and politicians who try to transform them into spaces of memory, of leisure and consumption, or both. The post-industrial ruins of the South have received much less attention in recent debates on ruination, decay, recovery, and gentrification, although there are a few significant exceptions, most notably the work of Gordillo (2009, 2014) in Argentina and also Rodríguez Torrent et al. (2011, 2012) and Vilches (et al. 2008, 2011) in Chile. This is due to several reasons: one of them is the fact that southern urbanization and industrialization are usually perceived as a recent process. They are too young to have generated ruins: after all, none of the diverse southern ‘miracles’ of which economists speak (South-east Asian, Brazilian, African, and so on) dates from before the 1960s. It is well known that when companies do outsourcing, it is the so-called emerging economies that benefit from it: new factories for the South, new ruins for the North. Another reason is that the long-term process of modernity is still very much associated with Euro-American history. The rest of the globe is seen as having a later, incomplete, or surrogate modernity, as post-colonial historians have abundantly criticized (Chakrabarty 2000). In addition, the cultural and political conditions of the North have enabled the emergence of popular engagements with ruins, such as urban exploring or video games, that have made their processes of metropolitan ruination more conspicuous at a global level (Garrett 2013; Pétursdóttir and Olsen 2014: 4).
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"Africa." In Video Games Around the World. The MIT Press, 2015. http://dx.doi.org/10.7551/mitpress/9658.003.0004.

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"South Korea." In Video Games Around the World. The MIT Press, 2015. http://dx.doi.org/10.7551/mitpress/9658.003.0034.

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"Video Games and Government." In Advances in Library and Information Science, 120–31. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8175-0.ch006.

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Video games do not live in a bubble of just the game, they also exist within the larger society, and because of that existence within society, there is a connection with different governments. The largest connection that video games have with government is through copyright protection, as is afforded to other pieces of media and art. Along with this comes talk of censorship and labeling. Video games are also moving into new realms of connection with governments with the rise of eSports. South Korea is one of the most influential when it comes to connection between governments and video games, passing many different laws and having different policies that are connected to video games. This chapter explores video games and government.
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Conference papers on the topic "Video games South Africa"

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Marques, Bradley R. C., Stephen P. Levitt, and Ken J. Nixon. "Software visualisation through video games." In the South African Institute for Computer Scientists and Information Technologists Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2389836.2389861.

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"How to Design Accounting Video Lectures to Recover Lost Time." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3985.

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Aim/Purpose: [This Proceedings paper was revised and published in the 2018 issue of the journal Issues in Informing Science and Information Technology, Volume 15] The objective of this study is to understand how the video lectures of the same length and content as the face-to-face lectures can be designed and implemented to have a positive effect on student performance; probably when the campus are shutdown. Background: In a number of South African universities protests by students are on the increase. Often, they lead to cancellation of academic activities such as face-to-face classes and examinations. Methodology: A quasi-experimental design with multiple baseline is used on two video lectures, to (1) compare the performance of the students who did not watch the video lectures and those who watched the video lectures; and (2) compare the performance of each student who watched the video lectures on the test topics covered in the videos and the test topics not covered in the videos; and (3) determine the factors that influence the effectiveness of the concerned video lectures. Contribution: This study contributes to the literature by investigating the effectiveness of video lectures in improving student performance; and the factors associated to the effectiveness of such lectures; and complexity or straightness of the two video lectures used; and by providing possible solutions to the challenges identified, in relation to designing video lectures. Findings: In terms of student performance, there is no significant advantage arising from watching the video lectures for the students who watched the video lectures. It is also found that the student performance is significantly associated to the student's commitment, prior performance, the quality of the content, and the organisation or design of the video lectures. Recommendations for Practitioners: This study recommends how the accounting video lectures can be designed, and highlights the environments in which the video lectures of the same length and content as the face-to-face lectures may not be used. Recommendation for Researchers: Other researchers may replicate this study using short length videos of better quality and appropriate length, which may incorporate current issues, games, be interactive and so forth. Impact on Society: This study examines the use of educational video lectures in order to minimise the impact of disruptions at university level. Future Research: Future studies may use randomly selected treatment and control groups. They may consider a nationwide research or using qualitative interviews in examining the use of educational video lectures.
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Unnikrishnan, R., Karen Moawad, and Rao R. Bhavani. "A physiotherapy toolkit using video games and motion tracking technologies." In 2013 IEEE Global Humanitarian Technology Conference: South Asia Satellite (GHTC-SAS). IEEE, 2013. http://dx.doi.org/10.1109/ghtc-sas.2013.6629895.

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Schumann, Carina, Hugh G. P. Hunt, Jesse Tasman, Haydn Fensham, Ken J. Nixon, Tom A. Warner, and Marcelo M. F. Saba. "High-speed video observation of lightning flashes over Johannesburg, South Africa 2017 - 2018." In 2018 34th International Conference on Lightning Protection (ICLP). IEEE, 2018. http://dx.doi.org/10.1109/iclp.2018.8503429.

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Burke, Michael. "Image ranking in video sequences using pairwise image comparisons and temporal smoothing." In 2016 Pattern Recognition Association of South Africa (PRASA) and Robotics and Mechatronics International Conference (RobMech). IEEE, 2016. http://dx.doi.org/10.1109/robomech.2016.7813166.

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Gcaleka, Azile, and David Tatenda Risinamhodzi. "Investigating the feasibility of using Video Lecture Capturing as a teaching and learning tool: A case of a rural university in the Eastern Cape, South Africa." In 2020 IEEE Learning with MOOCS (LWMOOCS). IEEE, 2020. http://dx.doi.org/10.1109/lwmoocs50143.2020.9234315.

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Letuka, Mokete, and Paseka Patric Mollo. "STUDENT TEACHERS’ PERCEPTIONS OF THE ASSESSMENT OF VIDEO-RECORDED LESSONS DURING TEACHING PRACTICE." In International Conference on Education and New Developments. inScience Press, 2022. http://dx.doi.org/10.36315/2022v1end011.

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"Lecturers have not been able to go to schools where student teachers were placed for teaching practice, to physically sit in classrooms to observe and assess their lessons. This is due to Covid-19 lockdown regulations in South Africa. For this reason, students were instructed to video-record their lessons, and submit them to lecturers for observation and assessment of their teaching competence. As a result of this unprecedented venture, the researchers sought to determine student teachers’ perceptions of the video-recorded lessons, and the assessment thereof. A qualitative research approach was employed to carry out this study because the researchers intended to understand in-depth, the student teachers’ views and perceptions regarding their video-assessed lessons. Individual interviews were conducted among a sample of 40 third-year students, which were purposefully selected. Collected data were analyzed by means of identification of patterns and themes. Findings revealed that most student teachers preferred video-recording their lessons and sending them to lecturers for assessment. They felt less nervous and anxious, and thus made fewer mistakes when it was just them and the learners in the classroom, as opposed to when the lecturer or mentor teacher sits in and observes them as they conduct lessons. However, they preferred mentor teacher/lecturer feedback over feedback from their peers. The study highlighted the need for a shift, from lecturers being physically present in the classroom to observe and assess student teachers’ teaching competence, to assessing video-recorded lessons and providing students with feedback."
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Perry, Brandon J., Sara B. Heltzel, and Robert S. Salzar. "The Use of Dermestidae in Documenting Underbody Blast Injuries to Foot-Ankle-Leg Complex." In ASME 2017 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/imece2017-70413.

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Conflicts in the Gulf have exposed warfighters to injury by means of improvised explosive device (IED) detonation beneath armored military vehicles, commonly referred to as underbody blast (UBB). Together with the pelvis, injuries to the foot-ankle-leg number among those most commonly sustained by warfighters in the event of a UBB. Multiple biomechanical tests are currently being conducted in order to develop injury thresholds and risk functions for warfighters subjected to these vertical loads. In a previous study of 38 foot-ankle-leg complexes tested under automotive and UBB load rates, a distribution of injuries was produced. High-speed x-ray video and post-test CT, Statscan (Lodox, Johannesburg, South Africa), and dissection were performed to document injuries. It is, however, difficult to thoroughly remove soft tissue and cartilage from the calcaneus and talus without inducing damage that could be mistaken as a test-induced injury. For this test series, Dermestidae macerated 31 tali and 18 calcanei revealing 12 and 4 injuries, respectively, that were previously undiagnosed through more traditional techniques. Logistic regressions were produced to quantify the significance of the findings. The pre- and post-maceration regressions predicted a 50% injury risk of 6626N and 4228N, respectively, or a 44% difference in mean.
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Reports on the topic "Video games South Africa"

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Lažetić, Marina. Migration, Extremism, & Dangerous Blame Games: Developments & Dynamics in Serbia. RESOLVE Network, November 2021. http://dx.doi.org/10.37805/wb2021.1.

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The rapid arrival of hundreds of thousands of migrants into the European Union (EU) from the Middle East, South Asia, and Africa beginning in 2015 coincided with an increase in support for anti-immigrant rhetoric and the far-right in many European countries. A substantial number of these migrants came to the EU through what became known as the “Balkan Route” a major transit land route cutting through the Western Balkans. In 2016, however, the Route officially “closed,” leaving many of those people attempting to reach Europe effectively stranded within the Balkans. In 2020, for example, approximately 7,000 migrants and refugees were present within the borders of Serbia at any given time. This presence of migrants within the Balkans did not go unnoticed and, in some cases, even spurred increased activity within and mobilization among far-right actors opposed to their presence in the region. Exploring this phenomenon, this report focuses on dynamics surrounding migration and responses to it from the far-right in Serbia, one of the countries on the Balkan Route.
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Heyns,, Christof, Rachel Jewkes,, Sandra Liebenberg,, and Christopher Mbazira,. The Hidden Crisis: Mental Health on Times of Covid-19. Academy of Science of South Africa (ASSAf), 2021. http://dx.doi.org/10.17159/assaf.2019/0066.

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[This Report links with the video "The policy & practice of drug, alcohol & tobacco use during Covid-19" http://hdl.handle.net/20.500.11911/171 ]. The COVID-19 pandemic is most notably a physical health crisis, but it strongly affects mental health as well. Social isolation, job and financial losses, uncertainty about the real impact of the crisis, and fear for physical well-being affect the mental health of many people worldwide. These stressors can increase emotional distress and lead to depression and anxiety disorders. At the same time, there are enormous challenges on the health care side. People in need of mental health support have been increasingly confronted with limitations and interruptions of mental health services in many countries. In May 2020, the United Nations already warned that the COVID-19 pandemic has the seeds of a major mental health crisis if action is not taken. The panel discussed and analysed mental health in times of the COVID-19 pandemic with reference to South Africa, Nigeria, Germany and Spain.
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